Solar Bastion Knight

Medium humanoid (paladin), typically neutral good

Armor Class

20 (plate armor, shield)

Hit Points

150 (20d8 + 60)

Speed

30 ft.

Saves

wis +7, cha +7

Skills

arcana +6, history +6

Condition Immunities

blinded, charmed, frightened

Languages

Common plus any one language

Challenge

9

Proficiency Bonus

+4

Aura of Protection

The knight and each ally within 10 feet of it have advantage on saving throws. This trait is suppressed while the knight has the incapacitated condition.

Actions

Multiattack

The knight makes three Sunspear attacks.

Sunspear

Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit: 14 (3d6 + 4) radiant damage, or 21 (5d6 + 4) radiant damage if the target is a Fiend or an Undead.

Solar Flare (Recharge 5-6)

The knight unleashes a blaze of brilliant energy that fills a 30-foot-radius sphere centered on the knight. Each creature of the knight's choice in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) radiant damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only. For the next minute, the affected area is filled with bright light that is sunlight. Blinded: • A blinded creature can't see and automatically fails any ability check that requires sight. • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.

Spellcasting

The knight casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15): • 1/Day each: Greater Restoration, Sending, Word of Recall (the prepared sanctuary is the Solar Bastion)