Mythar Solar Sentinel
A Solar Sentinel has white hair, eyes with no pupil left in them, and gold plate that throws light the way a window does. The Solar Sentinels are the Mythar who did not follow Valekith and did not fall with him. The bond to the Hosts of Helion held in them when it broke everywhere else. A sentinel explains its purpose only to a Host. Solar Sentinels fly and burn with white fire, and they turn up at the places where the shattering is still leaking.
- Physiology
- Celestial, Humanoid
- Size
- Medium
- Speed
- 40 ft., fly 80 ft. (hover)
- Armor class
- 21 (solar plate)
- Hit points
- 266 (28d8 + 140)
- Proficiency
- +5
- STR 20 +5 save +5
- DEX 19 +4 save +4
- CON 20 +5 save +10
- INT 19 +4 save +4
- WIS 23 +6 save +11
- CHA 21 +5 save +10
- Skills
- Arcana +9 , History +9 , Insight +11 , Perception +11 , Religion +9
- Passive Perception
- 21
- Senses
- truesight 120 ft.
- Languages
- Common, Mythar, Primordial
- Damage resistances
- necrotic, fire, psychic
- Damage immunities
- radiant
- Condition immunities
- blinded , charmed , frightened , exhausted
- Found in
- Settlement , Plane of Helion , Rift Breach
Traits
-
The Bond Held
It has advantage on saving throws against spells and other magical effects, and it cannot be Possessed or have its mind read.
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Standing Light
It sheds bright light in a 40-foot radius. A fiend or undead that starts its turn in that light takes 15 radiant damage.
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Watch Unbroken
It knows the direction and distance of the nearest Rift breach within 10 miles, and it cannot be surprised.
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Legendary Resistance
Twice per day, when it fails a saving throw, it can choose to succeed instead.
Actions
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Multiattack
The sentinel makes three Solar Blade attacks, or two attacks and uses Pillar of Helion.
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Solar Blade
+10 to hit · reach 10 ft.
3d10 + 5 radiant damage
A blade of standing white fire.
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Pillar of Helion
DC 19 Dexterity save
A column of white fire 20 feet across falls on a point it can see within 120 feet. Every creature in the column makes a Dexterity saving throw, taking 10d10 radiant damage on a failure and half as much on a success. A fiend or undead that fails is also Blinded for 1 minute. Recharges after it rolls a 5 or 6 on a d6 at the start of its turn.
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Mending Light Bonus action
It restores 6d8 hit points to one creature it can see within 60 feet and ends one condition on that creature.
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Answer in Kind Reaction
When a creature within 60 feet casts a spell, the sentinel makes a Wisdom check against the caster's spell save DC. On a success the spell fails and has no effect.