Bestiary · Humanoid

Solir PR 3

Solir Acolyte

A Solir acolyte is a student of the Sun Channel in the first years of training at a sun temple. Acolytes train under open sky and are taught to hold light before they are taught to throw it. Their spells are wards, healing and radiant fire, and they serve the temples of the warm worlds.

Physiology
Humanoid, Elemental
Size
Medium
Speed
30 ft.
Armor class
15
Hit points
65 (10d8 + 20)
Proficiency
+2
  • STR 11 +0 save +0
  • DEX 16 +3 save +3
  • CON 14 +2 save +2
  • INT 15 +2 save +2
  • WIS 16 +3 save +5
  • CHA 16 +3 save +5
Skills
Arcana +4 , Religion +4 , Perception +5
Passive Perception
15
Senses
darkvision 60 ft.
Languages
Common, Solir
Damage resistances
fire, radiant
Found in
Settlement , Terran (Verdant)

Equipment

Spells

Channels with WIS. Save DC 13, spell attack +5 .

Casts with Wisdom. Its spells are Sun Channel: light, wards, healing and radiant fire.

Traits

  • Light Bearer

    The acolyte sheds bright light in a 10-foot radius at will, and allied creatures within it cannot be Blinded.

Actions

  • Sunbolt

    +5 to hit · medium range

    1d8 + 3 radiant damage

    The acolyte makes two Sunbolt attacks. The second attack against the same target ignores any cover the target has from an object the acolyte can see through.

  • Flare

    DC 13 Dexterity save

    Each creature within 20 feet takes 4d8 radiant damage and is Blinded until the end of its next turn on a failed save, or half damage on a success.

  • Hold the Light Reaction

    DC 13 Constitution save

    When an allied creature within 30 feet is hit by an attack, the damage is reduced by 2d8, and the attacker is Blinded until the end of its next turn unless it succeeds on a Constitution saving throw. The 10-foot radius of light the acolyte sheds goes out until the end of its next turn.