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System Reference Document 5.2.1
Actions
Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 
(1d6 + 3) Piercing damage.
Shortbow. Ranged Attack Roll: +5, range 80/320 ft. Hit: 
6 (1d6 + 3) Piercing damage.
Warhorse Skeleton
Large Undead, Lawful Evil
AC 13  Initiative +1 (11)
HP 22 (3d10 + 6)
Speed 60 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 18 +4 +4 Dex 12 +1 +1 Con 15 +2 +2
Int 2 −4 −4 WIS 8 −1 −1 Cha 5 −3 −3
Vulnerabilities Bludgeoning
Immunities Poison; Exhaustion, Poisoned
Senses Darkvision 60 ft.; Passive Perception 9
Languages None
CR 1/2 (XP 100; PB +2)
Actions
Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 
+ 4) Bludgeoning damage. If the target is a Large or 
smaller creature and the skeleton moved 20+ feet 
straight toward it immediately before the hit, the target 
has the Prone condition.
Minotaur Skeleton
Large Undead, Lawful Evil
AC 12  Initiative +0 (10)
HP 45 (6d10 + 12)
Speed 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 18 +4 +4 Dex 11 +0 +0 Con 15 +2 +2
Int 6 −2 −2 WIS 8 −1 −1 Cha 5 −3 −3
Vulnerabilities Bludgeoning
Immunities Poison; Exhaustion, Poisoned
Senses Darkvision 60 ft.; Passive Perception 9
Languages Understands Abyssal but can’t speak
CR 2 (XP 450; PB +2)
Actions
Gore. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 
+ 4) Piercing damage. If the target is a Large or smaller 
creature and the skeleton moved 20+ feet straight 
toward it immediately before the hit, the target takes 
an extra 9 (2d8) Piercing damage and has the Prone 
condition.
Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 
+ 4) Bludgeoning damage.
Solar
Solar
Large Celestial (Angel), Lawful Good
AC 21  Initiative +20 (30)
HP 297 (22d10 + 176)
Speed 50 ft., Fly 150 ft. (hover)
MOD SAVE MOD SAVE MOD SAVE
Str 26 +8 +8 Dex 22 +6 +6 Con 26 +8 +8
Int 25 +7 +7 WIS 25 +7 +7 Cha 30 +10 +10
Skills Perception +14
Immunities Poison, Radiant; Charmed, Exhaustion, 
Frightened, Poisoned
Senses Truesight 120 ft.; Passive Perception 24
Languages All; telepathy 120 ft.
CR 21 (XP 33,000; PB +7)
Traits
Divine Awareness. The solar knows if it hears a lie.
Exalted Restoration. If the solar dies outside Mount 
Celestia, its body disappears, and it gains a new body 
instantly, reviving with all its Hit Points somewhere in 
Mount Celestia.
Legendary Resistance (4/Day). If the solar fails a saving 
throw, it can choose to succeed instead.
Magic Resistance. The solar has Advantage on saving 
throws against spells and other magical effects.
Actions
Multiattack. The solar makes two Flying Sword attacks. 
It can replace one attack with a use of Slaying Bow.
Flying Sword. Melee or Ranged Attack Roll: +15, reach 
10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage 
plus 36 (8d8) Radiant damage. Hit or Miss: The sword 
magically returns to the solar’s hand or hovers within 5 
feet of the solar immediately after a ranged attack.
Slaying Bow. Dexterity Saving Throw: DC 21, one crea-
ture the solar can see within 600 feet. Failure: If the 
creature has 100 Hit Points or fewer, it dies. It other-
wise takes 24 (4d8 + 6) Piercing damage plus 36 (8d8) 
Radiant damage.
Spellcasting. The solar casts one of the following spells, 
requiring no Material components and using Charisma 
as the spellcasting ability (spell save DC 25):
At Will: Detect Evil and Good
1/Day Each: Commune, Control Weather, Dispel Evil 
and Good, Resurrection
Bonus Actions
Divine Aid (3/Day). The solar casts Cure Wounds (level 
2 version), Lesser Restoration, or Remove Curse, using 
the same spellcasting ability as Spellcasting.