A fractured world of rust, bone, and fog. Draugheim lies atop the remnants of two forgotten cataclysms — one born of magic, the other of machines. In the ash of the past, humans, skeletal nobles, and wandering automatons struggle to coexist while the ancient threat stirs once more in the dark. Trade endures, cities stand, and blood still flows.
Played | 0 times |
Cloned | 0 times |
Created | 40 days ago |
Last Updated | 29 days ago |
Visibility | Public |

Size | Large |
Type | Celestial |
CR | 21 |
XP | 33000 |
Languages | all, telepathy 120 ft. |
Armor Class | 21 |
HP Range | 162 - 324 (Avg: 243) |
Damage Vulnerabilities | None |
Damage Resistances | , |
Damage Immunities | , |
Condition Immunities | , , , |
Flying Sword
The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.
Greatsword
Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Healing Touch
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.
Multiattack
The solar makes two greatsword attacks.
Slaying Longbow
Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.