Name | Solar Angel |
---|---|
Sorted Name | Angel, Solar |
Family | Angel |
Size and Type | Large Outsider (Angel, Extraplanar, Good) |
Hit Dice Count | 22 |
Hit Dice | 22d8+110 (209 hp) |
Random Hit Points | 22d8+110 - 110 |
Initiative | +9 |
Speed | 50 ft. (10 squares), fly 150 ft. (good) |
Armor Class | 35 (-1 size, +5 Dex, +21 natural), touch 14, flat-footed 30 |
Base Attack/Grapple | +22/+35 |
Attack | +5 dancing greatsword +35 melee (3d6+18/19-20) or +2 composite longbow (+5 Str bonus) +28 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13) |
Full Attack | +5 dancing greatsword +35/+30/+25/+20 melee (3d6+18/19-20) or +2 composite longbow (+5 Str bonus) +28/+23/+18/+13 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Spell-like abilities, spells |
Special Qualities | Damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, electricity resistance 10, fire resistance 10, spell resistance 32, tongues |
Saves | Fort +18 (+22 against poison), Ref +18, Will +20 |
Abilities | Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25 |
Skills | Concentration +30, Craft or Knowledge (any five) +33, Diplomacy +34, Escape Artist +30, Hide +26, Listen +32, Move Silently +30, Search +31, Sense Motive +32, Spellcraft +31, Spot +32, Survival +7 (+9 following tracks), Use Rope +5 (+7 with bindings) |
Feats | Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track |
Environment | Any good-aligned plane |
Challenge Rating | 23 |
Organization | Solitary or pair |
Treasure | No coins; double goods; standard items |
Alignment | Always good (any) |
Advancement | 23-33 HD (Large); 34-66 HD (Huge) |
Level Adjustment | - |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Solar angel; CR 23; Large outsider (angel, extraplanar, good); HD 22d8+110; hp 209; Init +9; Spd 50 ft. (10 squares), fly 150 ft. (good); AC 35 (-1 size, +5 dex, +21 natural), touch 14, flat-footed 30; Base Atk +22; Grp +35; Atk +35 melee (3d6+18/19-20, +5 dancing greatsword) or +2 +28 ranged (2d6+7/x3 plus slaying) composite longbow (+5 Str bonus,) or +30 melee (2d8+13, slam); Full Atk +35 /+30/+25/+20 melee (3d6+18/19-20, +5 dancing greatsword) or +2 +28/+23/+18/+13 ranged (2d6+7/x3 plus slaying) composite longbow (+5 Str bonus,) or +30 melee (2d8+13, slam); Space/Reach 10 ft./10 ft.; SA Spell-like abilities, spells; SQ Damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, electricity resistance 10, fire resistance 10, spell resistance 32, tongues; AL NG; SV Fort +18 (+22 against poison), Ref +18, Will +20; Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25 Skills and Feats: Concentration +30, Craft or Knowledge (any five) +33, Diplomacy +34, Escape Artist +30, Hide +26, Listen +32, Move Silently +30, Search +31, Sense Motive +32, Spellcraft +31, Spot +32, Survival +7 (+9 following tracks), Use Rope +5 (+7 with bindings); Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track |
Angel, Solar
A solar has a deep and commanding voice, and stands about 9 feet tall. It weighs about 500 pounds. CombatSolars are puissant champions of good. Only the most powerful fiends approach their power. Even more fearsome than their +5 dancing greatswords are their +2 composite longbows that create any sort of slaying arrow when drawn. A solar's natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction. Regeneration (Ex): A solar takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor. Spell-Like Abilities: 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 (DC 19), polymorph (self only) power word stun, remove curse (DC 20), remove disease (DC 20), remove fear (DC 18), resist energy, summon monster VII, speak with dead (DC 20), waves of fatigue; 3/day-blade barrier (DC 23), earthquake (DC 25), heal (DC 23), mass charm monster (DC 25), permanency, resurrection, waves of exhaustion; 1/day-greater restoration (DC 24), power word blind, power word kill, power word stun, prismatic spray (DC 24), wish. Caster level 20th. The save DCs are Charisma-based. The following abilities are always active on a solar's person, as the spells (caster level 20th): detect evil, detect snares and pits, discern lies (DC 21), see invisibility, true seeing. They can be dispelled, but the solar can reactivate them as a free action. Spells: Solars can cast divine spells as 20th-level clerics. A solar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based. Typical Cleric Spells Prepared (6/8/8/8/7/7/6/6/5/5; save DC 17 + spell level): 0-create water, detect magic, guidance (2), resistance (2); 1st-bless (2), cause fear, divine favor (2), entropic shield, obscuring mist*, shield of faith; 2nd-align weapon, bear's endurance (2), bull's strength (2), consecrate, eagle's splendor, spiritual weapon*; 3rd-daylight, invisibility purge, magic circle against evil, magic vestment*, prayer (2), protection from energy, wind wall; 4th-death ward (2), dismissal (2), divine power*, neutralize poison (2); 5th-break enchantment, control winds*, dispel evil, plane shift, righteous might (2), symbol of pain; 6th-banishment, chain lightning*, heroes' feast, mass cure moderate wounds, undeath to death, word of recall; 7th-control weather*, destruction, dictum, ethereal jaunt, holy word, regenerate; 8th-fire storm, holy aura, mass cure critical wounds (2), whirlwind*; 9th- etherealness, elemental swarm (air)*, mass heal, miracle, storm of vengeance. *Domain spell. Domains: Air and War. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: +5 dancing greatsword +35 melee (3d6+18/19-20) or +2 composite longbow (+5 Str bonus) +28 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13), or +5 dancing greatsword +35/+30/+25/+20 melee (3d6+18/19-20) or +2 composite longbow (+5 Str bonus) +28/+23/+18/+13 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13)
feats: CLEAVE, DODGE, GREAT CLEAVE, IMPROVED INITIATIVE, IMPROVED SUNDER, MOBILITY, POWER ATTACK, TRACK, ,