Bestiary · Celestial

Mythar PR 15

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.

Mythar Solar Sentinel, drawn at Medium scale
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.

  • 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.

  • Watch Unbroken

    It knows the direction and distance of the nearest Rift breach within 10 miles, and it cannot be surprised.

  • Legendary Resistance

    Twice per day, when it fails a saving throw, it can choose to succeed instead.

Actions

  • Multiattack

    The sentinel makes three Solar Blade attacks, or two attacks and uses Pillar of Helion.

  • Solar Blade

    +10 to hit · reach 10 ft.

    3d10 + 5 radiant damage

    A blade of standing white fire.

  • 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.

  • 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.

  • 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.