17 (natural armour)
136 (16d8 + 64)
30 ft., fly 90 ft.
Wis +9, Cha +9
Insight +9, Perception +9
radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Charmed, Exhaustion, Frightened
darkvision 120 ft., passive Perception 19
all, telepathy 120 ft.
10 (5,900 XP)
The deva’s weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
The deva’s spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:
Detect Evil and Good
Commune, Raise Dead
The deva has advantage on saving throws against spells and other magical effects.
The deva makes two melee attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.
The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva’s choice). In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
19 (natural armour)
200 (16d10 + 112)
40 ft., fly 120 ft.
Con +12, Wis +11, Cha +12
Perception +11
radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Charmed, Exhaustion, Frightened
truesight 120 ft., passive Perception 21
all, telepathy 120 ft.
16 (15,000 XP)
The planetar’s weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
The planetar knows if it hears a lie.
The planetar’s spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
Detect Evil and Good, Invisibility (self only)
Blade Barrier, Dispel Evil and Good, Flame Strike, Raise Dead
Commune, Control Weather, Insect Plague
The planetar has advantage on saving throws against spells and other magical effects.
The planetar makes two melee attacks.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.
The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
21 (natural armour)
243 (18d10 + 144)
50 ft., fly 150 ft.
Int +14, Wis +14, Cha +17
Perception +14
radiant; bludgeoning, piercing, and slashing from nonmagical attacks
necrotic, poison
Charmed, Exhaustion, Frightened, Poisoned
truesight 120 ft., passive Perception 24
all, telepathy 120 ft.
21 (33,000 XP)
The solar’s weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
The solar knows if it hears a lie.
The solar’s spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
Detect Evil and Good, Invisibility (self only)
Blade Barrier, Dispel Evil and Good, Resurrection
Commune, Control Weather
The solar has advantage on saving throws against spells and other magical effects.
The solar makes two greatsword attacks.
Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar’s hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.
The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The solar regains spent legendary actions at the start of its turn.
The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be Blinded until magic such as the Lesser Restoration spell removes the blindness.