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); 35 ft., fly 100 ft. (good) in armor Melee +5 dancing greatsword +35/+30/+25/+20 (3d6+18) or slam +30 (2d8+13) Ranged +5 composite longbow (+9 Str bonus) +31/+26/+21/+16 (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 0 (at will)—detect magic, purify food and drink, stabilize, virtue
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)
SPECIAL ABILITIES
Slaying Arrow (Su)
A solar's bow needs no ammunition, and automatically creates a slaying arrow of the solar's choice when drawn.
Spells
Solars can cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities.
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Publisher's Choice Quality Stock Art (c) Rick Hershey / Fat Goblin Games
Lore Characters with ranks in Knowledge (planes) can learn more about solars. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
Knowledge (Planes)
DC |
Result |
15 |
Though uncertain exactly what this creature is, you can tell it is not native to this world.
This result reveals all outsider traits.
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33 |
This creature is a solar, cohort of the gods and the most powerful of angels.
This result reveals all angel traits.
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38 |
Solars are champions in melee, wielding their massive enchanted greatswords, but even more fearsome than these weapons are their magical composite longbows that create any sort of slaying arrow when drawn. Their natural weapons and any weapons wielded are good aligned and they are only vulnerable to epic, evil weapons, though damage from other sources will regenerate. |
43 |
As well as a large range of spell-like abilities, solars can also call upon the divine spells of the deities they serve, much in the same way as a very powerful cleric, and they are highly resilient to magical attacks. Some of their spell-like abilities which help them see through illusions and discern falsehoods and other dangers are always active. |
Monster Lore from WOTC Community Forums - Monsters and Races - Monster Lore Compendium. Copyright 2007-2008, Author: Evandar_TAybara
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