Angel, Solar
This towering humanoid creature has shining topaz eyes, metallic
skin, and three pairs of white wings.
SOLAR CR 23
XP 819,200
NG Large outsider (angel, extraplanar, good)
Init +9; Senses darkvision 60 ft., low-light vision, detect evil,
detect snares and pits, true seeing; Perception +33
Aura protective aura
DEfEnSE
AC 44, touch 11, flat-footed 42 (+14 armor, +1 Dex, +1 dodge,
+19 natural, –1 size; +4 deflection vs. evil)
hp 363 (22d10+242); regeneration 15 (evil artifacts, effects,
and spells)
fort +25, Ref +14, Will +23; +4 vs. poison, +4 resistance vs. evil
DR 15/epic and evil; Immune acid, cold, petrification; Resist
electricity 10, fire 10; SR 34
OffEnSE
Speed 50 ft., fly 150 ft. (good)
Melee +5 dancing greatsword +35/+30/+25/+20 (3d6+18) or slam
+30 (2d8+13)
Ranged +5 composite longbow (+9 Str bonus) +31 (2d6+14 plus
slaying arrow)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 20th)
Constant—detect evil, detect snares and pits, discern lies (DC
21), true seeing
At Will—aid, animate objects, commune, continual flame ,
dimensional anchor, greater dispel magic, holy smite (DC
21), imprisonment (DC 26), invisibility (self only), lesser
restoration, remove curse, remove disease, remove fear,
resist energy, summon monster VII, speak with dead (DC
20), waves of fatigue
3/day—blade barrier (DC 23), earthquake (DC 25), heal, mass
charm monster (DC 25), permanency, resurrection, waves
of exhaustion
1/day—greater restoration, power word blind, power word kill,
power word stun, prismatic spray (DC 24), wish
Spells Prepared (CL 20th)
9th—etherealness, mass heal, miracle, storm of vengeance (DC 27)
8th—fire storm (DC 26), holy aura (2) (DC 26), mass cure
critical wounds (2)
7th—destruction (DC 25), dictum (DC 25), ethereal jaunt, holy
word (DC 25), regenerate
6th—banishment (DC 24), heroes’ feast, mass cure moderate
wounds, undeath to death (DC 24), word of recall
5th—break enchantment, breath of life, dispel evil (DC 23), plane
shift (DC 23), righteous might, symbol of sleep (DC 23)
4th—cure critical wounds (3), death ward, dismissal (DC 22),
neutralize poison (2) (DC 22)
3rd—cure serious wounds, daylight, invisibility purge, magic
circle against evil, prayer, protection from energy, wind wall
2nd—align weapon, bear’s endurance, bull’s strength,
consecrate, cure moderate wounds (2), eagle’s splendor
1st—bless, cure light wounds (3), divine favor, entropic shield,
shield of faith
STATISTICS
Str 28, Dex 20, Con 30, Int 23, Wis 27, Cha 25
Base Atk +22; CMB +32; CMD 47
feats Cleave, Deadly Aim, Dodge, Great Fortitude, Improved
Initiative, Improved Sunder, Iron Will, Lightning Reflexes,
Mobility, Power Attack, Toughness
Skills Craft (any one) +31, Diplomacy +32, Fly +32, Knowledge
(history) +31, Knowledge (nature) +31, Knowledge (planes)
+31, Knowledge (religion) +31, Perception +33, Sense Motive
+33, Spellcraft +31, Stealth +21, Survival +31
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (alter self )
ECOLOgy
Environment any good-aligned plane
Organization solitary or pair
Treasure double (+5 full plate, +5 dancing greatsword, +5
composite longbow [+9 Str bonus])
SPECIAL ABILITIES
Spells Solars can cast divine spells as 20th-level clerics. They
do not gain access to domains or other cleric abilities.
Slaying Arrow (Su) A solar’s bow needs no ammunition, and
automatically creates a slaying arrow of the solar’s choice
when drawn.
Solars are the greatest type of angel, usually serving at the
right hand of a deity or championing a cause that benefits
an entire world or plane. A typical solar looks roughly
human, though some physically resemble other humanoid
races and a rare few have even more unusual forms. A solar
stands about 9 feet tall and weighs about 500 pounds, with
a strong, commanding voice that is impossible to ignore.
Most have silvery or golden skin.
Blessed with an array of magical powers and the
spellcasting abilities of the most powerful clerics, solars
are powerful opponents capable of single-handedly slaying
mighty evils. They are the greatest trackers among the
celestials, the most masterful of which are said to be able
to track the days-old wake of a pit fiend flying through the
Astral Plane. Some take on the mantle of monster-slayers
and hunt powerful fiends and undead such as devourers,
night hags, night shades, and pit fiends, even making
forays into the evil planes and the Negative Energy Plane
to destroy these creatures at their source before they can
bring harm to mortals. A few very old solars have succeeded
at this task and bear slayer-names of dread creatures that
are now extinct by the solar’s hand.
Solars accept roles as guardians, usually of fundamental
supernatural concepts, or objects or creatures of great
importance. On one world, a group of solars patrols the
energy conduits of the sun, alert for any attempts by evil
races such as drow to snuff out the light and bring eternal
darkness. On another, seven solars stand watch over seven
mystical chains keeping evil gods bound within a prison
demiplane. On yet another, a solar with a flaming sword
stands watch over the original mortal paradise so that no
creature may enter.
In worlds where the gods cannot take physical form, they
send solars to be their prophets and gurus (often pretending
to be mortals), laying the foundation for cults that grow
to become great religions. Likewise, in worlds oppressed
by evil, solars are the secret priests who bring hope to the
downtrodden, or in some cases allow themselves to be
martyred so that their holy essence can explode outward to
land and grow in the hearts of great heroes-to-be.
Though they are not gods, the solars’ power approaches
that of demigods, and they often have an advisory role
for younger or weaker deities. In some polytheistic
faiths, mortals worship one or more solars as aspects or
near-equal servants of the true deities—never without
the deity’s approval—or consider notable solars to be
offspring, consorts, lovers, or spouses of true deities
(which they may be, depending on the deity).
Unlike other angels, most solars are created from
an amalgam of good souls and raw divine energy to
directly serve the gods, but an increasing number
of these powerful angels have been “promoted”
to their existence as solars from lesser
creatures like planetars or devas. A few
rare and powerful good souls ascend
directly to the status of solar. The
oldest solars predate mortality
and are among the gods’ first
creations. These strange solars
are paragons of their kind and
have little direct interaction with
mortals, focusing on the protection
or destruction of abstract concepts
such as gravity, dark matter, entropy,
and primordial evil.
Solars who spend a long time in
the Material Plane, especially those in
the guise of mortals, are sometimes the
source of half-celestial or aasimar bloodlines
in mortal families, due either to romantic
dalliances or simply the mortals’ proximity
to celestial energy. Actual offspring are
rare, and when they occur, it is always a
mortal mother that bears the child—
while solars can appear as either sex,
the gods have not granted them the
capacity for pregnancy or motherhood. Indeed, this
fundamental truth is often what drives a solar to seek out
a mortal lover. Since begetting a child upon a mortal is
generally frowned upon by other solars, a solar father rarely
interacts directly with the fate of his lover or child, so as to
avoid bringing shame upon himself or his responsibilities.
Yet such solars still watch over their progeny from afar, and
in times of peril, they might even be moved to intercede to
aid one of their endangered children, albiet in subtle and
mysterious ways.
All angels respect the power and wisdom of solars, and
though these mightiest of angels usually work alone, they
sometimes command multiple armies led by planetars,
acting as great field marshals for massive incursions against
the legions of Hell or the hordes of the Abyss.