Name | Solar |
---|---|
Sorted Name | Solar |
Family | Angel |
Size and Type | Large Outsider (angel, extraplanar, good) |
Hit Dice Count | 22 |
Hit Dice | 22d10+242 (363 hp) |
Random Hit Points | 22d10+242 - 220 |
Initiative | +9 |
Speed | 50 ft., fly 150 ft. (good) |
Armor Class | 44, touch 11, flat-footed 42 (+14 armor, +1 Dex, +1 dodge, +19 natural, -1 size +4 deflection vs. evil) |
Base Attack/Grapple | +22/+CMB: +32CMD: 47 |
Attack | +5 dancing greatsword +35/+30/+25/+20 (3d6+18) or slam +30 (2d8+13) |
Full Attack | +5 composite longbow (+9 Str bonus) +31 (2d6+14 plus slaying arrow) |
Space/Reach | 10 ft./10 ft. |
Special Qualities | change shape (alter self ), darkvision 60 ft., low-light vision, detect evil, detect snares and pits, true seeing; |
Saves | Fort +25, Ref +14, Will +23; +4 vs. poison, +4 resistance vs. evil |
Abilities | Str 28, Dex 20, Con 30, Int 23, Wis 27, Cha 25 |
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 |
Feats | Cleave, Deadly Aim, Dodge, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack, Toughness |
Environment | any good-aligned plane |
Challenge Rating | 23 |
Organization | solitary or pair |
Treasure | double (+5 full plate, +5 dancing greatsword, +5 composite longbow [+9 Str bonus]) |
Alignment | NG |
Version | PRPG-O |
Sources | Pathfinder RPG (Open) |
Angel, SolarThis towering humanoid creature has shining topaz eyes, metallic skin, and three pairs of white wings.Solar CR 23 XP 819,200NG Large outsider (angel, extraplanar, good)Init +9; Senses darkvision 60 ft., low-light vision, detect evil, detect snares and pits, true seeing; Perception +33Aura protective auraDEFENSEAC 44, touch 11, flat-footed 42 (+14 armor, +1 Dex, +1 dodge, +19 natural, -1 size +4 deflection vs. evil)hp 363 (22d10+242)Fort +25, Ref +14, Will +23; +4 vs. poison, +4 resistance vs. evilDR 15/epic and evil; Immune acid, cold, petrification; Resist electricity 10, fire 10; SR 34OFFENSESpd 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 seeingAt 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 fatigue3/day—blade barrier (DC 23), earthquake (DC 25), heal, mass charm monster (DC 25), permanency, resurrection, waves of exhaustion1/day—greater restoration, power word blind, power word kill, power word stun, prismatic spray (DC 24), wishSpells 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), regenerate6th—banishment (DC 24), heroes' feast, mass cure moderate wounds, undeath to death (DC 24), word of recall5th—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 wall2nd—align weapon, bear's endurance, bull's strength, consecrate, cure moderate wounds (2), eagle's splendor1st—bless, cure light wounds (3), divine favor, entropic shield, shield of faithSTATISTICSStr 28, Dex 20, Con 30, Int 23, Wis 27, Cha 25Base Atk +22; CMB +32; CMD 47Feats Cleave, Deadly Aim, Dodge, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack, ToughnessSkills 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 +31Languages Celestial, Draconic, Infernal; truespeechSQ change shape (alter self )ECOLOGYEnvironment Environment any good-aligned planeOrganization solitary or pairTreasure double (+5 full plate, +5 dancing greatsword, +5 composite longbow [+9 Str bonus])SPECIAL ABILITIESSpells Solars can cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities. |
Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
The Open content displayed above has been reproduced without permission from the copyright holder.
Attacks: +5 dancing greatsword +35/+30/+25/+20 (3d6+18) or slam +30 (2d8+13), or +5 composite longbow (+9 Str bonus) +31 (2d6+14 plus slaying arrow)
feats: CLEAVE, DEADLY AIM, DODGE, GREAT FORTITUDE, IMPROVED INITIATIVE, IMPROVED SUNDER, IRON WILL, LIGHTNING REFLEXES, MOBILITY, POWER ATTACK, TOUGHNESS, ,