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Sunlord (Weaker Version)

CR 15

XP 51,200
NG Medium outsider (angel, extraplanar, good)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +24
Aura protective aura


AC 29, touch 14, flat-footed 25 (+4 Dex, +15 natural)
hp 123 (13d10+52); regeneration 10 (evil weapons, effects with the evil descriptor)
Fort +14 (+18 against poison), Ref +12, Will +12
Defensive Abilities uncanny dodge; DR 10/evil; Immune acid, cold, petrification; Resistance electricity 10, fire 60; SR 30


Speed 50 ft., fly 100 ft. (good)
Melee +2 flaming holy scimitar +17/+12/+7 (1d8+8 plus 1d6 fire plus stun) and +2 flaming holy scimitar +17/+12 (1d8+8 plus 1d6 fire plus stun)or 2 slams +18 (1d8+6)
Ranged +2 flaming holy composite longbow (+5 Str) +19/+14/+9 (1d8+7 plus 1d6 fire)
Special Attacks rend (2 weapons, 1d10+9), stun
Spell-Like Abilities (CL 13th)

At willaid, continual flame, detect evil, discern lies (DC 19), dispel evil (DC 20), dispel magic, holy aura (DC 23), holy smite (DC 19), holy word (DC 22), invisibility (self only), plane shift (DC 22), remove curse (DC 18), remove disease (DC 18), remove fear (DC 16)
7/daycure light wounds (DC 16), daylight, see invisibility
1/dayblade barrier (DC 21), fire shield, flame strike (DC 20), heal (DC 21), sunburst (DC 23)


Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20
Base Atk +13; CMB +19; CMD 33
Feats Alertness, Double Slice, Great Fortitude, Improved Initiative, Improved Two-Weapon Fighting, Two-Weapon Fighting, Two-Weapon Rend
Skills Diplomacy +21, Escape Artist +20, Fly +24, Heal +20, Intimidate +21, Knowledge (history) +20, Knowledge (religion) +20, Knowledge (planes) +20, Perception +24, Sense Motive +24, Spellcraft +20, Stealth +20
Languages Common, +2 additional; truespeech
SQ change shape (animal, beast shape I; humanoid, alter self; elemental (fire only), elemental body II), divine trigger, good weapons


Divine Trigger (Su)

The Sunlord can operate any cleric, druid, ranger, or paladin spell trigger item as if he were a 13th-level caster.

Good Weapons (Su)

The Sunlord's natural weapons and any weapon he is wielding is treated as good-aligned for the purpose of overcoming damage reduction.

Stun (Su)

If the Sunlord strikes a creature twice in 1 round with his scimitars (whether two strikes with one scimitar or one strike with each), that creature must succeed on a DC 22 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.