Angel, Solar

Large Outsider (Angel, Extraplanar, Good) — CR 23

Monster Manual v.3.5 (MM), p. 123.5
Hit Dice
22d8+110 (209 hp)
Initiative
+9
Speed
Land 50 ft
Armor Class
35, touch 14, flat-footed 30
Base Attack / Grapple
+22/+35
Attack
+5 dancing greatsword +35 melee (3d6+18/19-20)
Full Attack
+5 dancing greatsword +35/+30/+25/+20 melee (3d6+18/19-20)
STR
28
DEX
20
CON
20
INT
23
WIS
25
CHA
25
Fort / Ref / Will
+18 / +18 / +20
Challenge Rating
23
Alignment
Always Good
Organization
Solitary or pair
Treasure
No coins; double goods; standard items
Environment
Planes (good-aligned)
Level Adjustment
Spell Resistance
30
Caster Level
20

Special Abilities

Spell-Like AbilitiesSpellsDamage ReductionDarkvisionLow-Light VisionImmunity to AcidImmunity to ColdImmunity to PetrificationProtective AuraRegenerationResistance to ElectricityResistance to FireSpell ResistanceTongues

Feats

The creature resembles a towering, powerfully built human with brilliant topaz eyes, silvery (or golden) skin, and gleaming white wings.

Description

Angels are a race of celestials, beings who live on the good-aligned Outer Planes.

Angels can be of any good alignment. Regardless of their alignment, angels never lie, cheat, or steal. They are impeccably honorable in all their dealings and often prove the most trustworthy and diplomatic of all the celestials.

All angels are blessed with comely looks, though their actual appearances vary widely.

Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.

Solars are the greatest of the angels, usually close attendants to a deity or champions of some cosmically beneficent task (such as eliminating a particular type of wrongdoing). A solar has a deep and commanding voice, and stands about 9 feet tall. It weighs about 500 pounds.

Combat

Though they are honorable and good, angels don’t hesitate to back up their arguments with their weapons and other powers when necessary. Though they do not relish combat, they do not hesitate to take the battle to the enemy. In combat, most angels make full use of their mobility and their ability to attack at a distance.

Solars 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.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel’s statistics block.)

Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.

Change Shape (Su): A solar can assume the form of any Small or Medium humanoid.

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), 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 sleep; 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.

Saves: +4 racial bonus on saves against poison.