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Solar

Solar

Solar Game Tokens

Enhance your tabletop adventures with our free Aarakocra game tokens at Mistcharter Maps! Download now to bring the majestic skies to life in your campaigns with our detailed and vivid artwork. Whether you're soaring through the clouds or engaging in epic aerial battles, our tokens will elevate your gameplay experience. Don't miss out on this opportunity to enrich your adventures with the beauty and power of the Aarakocra.

Token pack includes 250x250px square and round game tokens.

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  • Challenge Rating

    21

  • Type

    Celestial

  • Size

    Large

  • Habitat

    Desert
    Explore our desert maps for more inspiration.

  • AC

    21

  • HP

    306 (36d12 + 90)

  • "

    Solar Introduction

    In the vast tapestry of the multiverse, where light and shadow dance in eternal balance, there exists a being of unparalleled majesty and power—the Solar. As you venture deeper into the realms of celestial wonder, prepare to encounter a creature whose very presence commands awe and reverence. The Solar, a divine warrior of the highest order, stands as a beacon of hope and justice, its radiant form a testament to the celestial forces it serves.


    Imagine, if you will, a figure towering over mortals, standing nearly ten feet tall, with a physique that exudes both grace and strength. Its skin glows with a golden hue, as if kissed by the sun itself, and its eyes burn with an inner light that pierces the soul. Majestic wings, vast and feathered, unfurl from its back, shimmering with every color of the dawn. Each feather seems to hold a fragment of the heavens, a reminder of the Solar's divine origin.


    The Solar is more than just a creature of beauty; it is a paragon of virtue and a relentless force against the encroaching darkness. Known for its unwavering sense of justice, it roams the celestial planes and occasionally descends to the material world to right grievous wrongs. Its voice, when heard, resonates with the authority of the gods, and its words carry the weight of ancient wisdom. Yet, despite its formidable presence, the Solar is not without compassion, often serving as a guide and protector to those who prove themselves worthy.


    Legends speak of Solars as the chosen champions of the gods, dispatched to intervene in times of great peril. They are said to dwell in the highest reaches of the Upper Planes, where the air is thick with divine energy and the landscape is a tapestry of ethereal beauty. In these celestial realms, Solars stand vigil over the forces of good, ever watchful for signs of imbalance or corruption.


    To encounter a Solar is to stand in the presence of the divine, to feel the warmth of its light and the weight of its gaze. It is a moment that can change the course of destiny, for better or for worse. As you prepare to face this celestial being, remember that its power is matched only by its sense of duty, and that in its eyes, the fate of the world is always worth fighting for.


    "

  • Solar Skills & Traits

    Skills

    • Perception +16
    • Insight +14
    • Intimidation +14

    Senses

    • Truesight 120 ft.
    • Passive Perception 26

    Languages

    • All, Telepathy 120 ft.

    Abilities

    • Angelic Weapons: 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).
    • Divine Awareness: The solar knows if it hears a lie.
    • Innate Spellcasting: The solar's spellcasting ability is Charisma (spell save DC 25). The solar can innately cast the following spells, requiring no material components:
      • At will: detect evil and good, invisibility (self only)
      • 3/day each: blade barrier, dispel evil and good, resurrection
      • 1/day each: commune, control weather
    • Magic Resistance: The solar has advantage on saving throws against spells and other magical effects.
    • Magic Weapons: The solar's weapon attacks are magical.

    Actions

    • Multiattack: The solar makes two greatsword attacks.
    • Greatsword: Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 4d6 + 9 slashing damage plus 6d8 radiant damage.
    • Slaying Longbow: Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 2d8 + 6 piercing damage plus 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.
    • Flying Sword: 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 make one attack against a target. The sword returns to the solar's hand after hovering for 1 minute or if the solar is incapacitated.
    • Healing Touch (4/Day): 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.
    • Legendary Actions: 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.
      • Teleport: The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet 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 4d6 fire damage plus 4d6 radiant damage on a failed save, or half as much damage on a successful one.
      • Blinding Gaze (Costs 3 Actions): 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.

  • "

    Battle Tips for Solar

    The Solar is one of the most powerful celestial beings in the Dungeons & Dragons universe. As a Dungeon Master, utilizing a Solar in battle can create an epic and memorable encounter for your players. Here are some tips on how to effectively use a Solar in combat:


    Using a Solar in Battle

    • Strategic Positioning: Solars are incredibly intelligent and can fly, allowing them to position themselves advantageously on the battlefield. Use their flight to keep them out of reach of melee attackers while raining down powerful ranged attacks.
    • Divine Magic: Solars have access to a wide array of spells. Use their healing abilities to sustain themselves or allies, and their offensive spells to control the battlefield. Spells like Blade Barrier and Sunburst can be particularly devastating.
    • Legendary Actions: Make use of the Solar's legendary actions to maintain pressure on the players. Abilities like Teleport can be used to reposition or escape dangerous situations, while Searing Burst can deal significant damage to clustered enemies.

    Coordinating Multiple Solars

    • Divide and Conquer: If using multiple Solars, have them focus on different targets to spread out the party's resources. One Solar can engage the frontline fighters while another targets the spellcasters or support characters.
    • Synergistic Spells: Coordinate their spellcasting to maximize effectiveness. For example, one Solar can cast Wall of Fire to control movement, while another uses Sunburst to exploit the restricted positioning of the players.
    • Healing Support: Solars can heal each other, making them even more formidable. Use their healing abilities strategically to keep them in the fight longer, especially if the players are focusing their attacks on one Solar at a time.

    Fleeing and Tactical Retreat

    • Teleportation: Solars can use their teleportation ability to retreat if the battle turns against them. This can be used to regroup and return with reinforcements or to lure the players into a trap.
    • Covering Fire: If a retreat is necessary, use ranged attacks and spells to cover their escape. Abilities like Searing Burst can deter pursuit and give the Solar time to flee.
    • Divine Intervention: As celestial beings, Solars might call upon divine allies or invoke celestial phenomena to aid in their escape, adding a narrative twist to their retreat.

    By leveraging the Solar's abilities and intelligence, you can create a challenging and dynamic encounter that will test your players' strategic thinking and teamwork.


    "

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