/home/explore/monsters/solar/legendary actions
  • Teleport

    The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see.

  • Searing Burst (Costs 2 Actions)

    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.

    damage:
    • 4d6

      Fire

    • 4d6

      Radiant

    dc:
    dc type:

    DEX

    dc value:

    23

    success type:

    half

  • Blinding Gaze (Costs 3 Actions)

    The solar targets one creature it can see within 30 ft. 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.

    dc:
    dc type:

    CON

    dc value:

    15

    success type:

    none

© 2020 David Jones · uses the D&D 5th Edition API Database · source