Angel, Solar (Fully Advanced)

The creature resembles a towering, powerfully built human with brilliant topaz eyes, golden skin, and gleaming white wings.
Originally Posted by Shade of the En World forums.
Solars of such power are incredibly rare. They rank among the most powerful beings in the multiverse, often rivaling or even eclipsing the power of the deities they serve. Despite their great power, they serve their deities faithfully, often performing the most dangerous missions imaginable. They are often referred to as “archangels”.
A greater solar stands about 18 feet tall. It weighs about 2,000 pounds.
Angel, Solar (Fully Advanced) | |
Huge outsider (Angel, Extraplanar, Good) | |
Hit Dice | 66d8+528 (825 hp) |
Initiative | +8 |
Speed | 50 ft. (10 squares), Fly 150 ft. (good) |
Armor Class | 36 (-2 size, +4 Dexterity, +24 natural), touch 12, flat-footed 32 |
Base Attack/Grapple | +66/+87 |
Attack | +5 dancing holy power greatsword +83 melee (4d6+24/19-20 plus 3d6 holy [+6d6 on critical hit]) or +5 composite longbow (+5 Strength bonus) +73 ranged (3d6+10/x3 plus slaying) or slam +83 melee (3d8+13) |
Full Attack | +5 dancing holy power greatsword +83/+78/+73/+68 melee (4d6+24/19-20 plus 3d6 holy [+6d6 on critical hit]) or +5 composite longbow (+5 Strength bonus) +73/+68/+63/+58 ranged (3d6+10/×3 plus slaying) or slam +83 melee (3d8+13) |
Space/Reach | 15 ft./15 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, resistance to electricity 10 and fire 10, Spell Resistance 41, tongues |
Saves | Fort +43 (+47 against poison), Ref +39, Will +44 Abilities: Strength 38, Dexterity 18, Constitution 26, Intelligence 24, Wisdom 28, Charisma 28 (plus 11 increases, 2 on Strength, 2 on Constitution, 1 on Intelligence, 3 on Wisdom, 3 on Charisma) |
Skills | Concentration +77, Diplomacy +80, Escape Artist +73, Hide +65, Intimidate +78, Jump +27, Knowledge (Arcana) +76, Knowledge (Religion)Knowledge (religion) +76, Knowledge (The planes) +76, Listen +78, Move Silently +73, Search +76, Sense Motive +76, Spellcraft +79, Spot +78, Survival +9 (+11 following tracks, +11 on other planes), Use Magic Device +51 (+53 scrolls), Use Rope +4 (+6 with bindings) |
Feats | Cleave, Dodge, Empower Spell, Great Cleave, Heighten Spell, Improved Initiative, Improved Sunder, Maximize Spell, Quicken Spell, Mobility, Power Attack, Track |
Epic Feats | Automatic Quicken Spell (x3), Epic Spellcasting, Improved Metamagic, Improved Spell Capacity (x5), Intensify Spell (16 total, 5 spent on nonepic) |
Environment | Any good-aligned plane |
Organization | Solitary or pair |
Challenge Rating | 45 |
Treasure | No coins; double goods; standard items |
Alignment | Always good (any) |
Advancement | – |
Level Adjustment | — |
Combat
Like lesser solars, these beings fight tirelessly for good causes, wielding mighty +5 dancing holy power greatswords and +5 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 20th). 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 angels statistics block.)
Regeneration (Ex): A solar takes damage from epic evil-aligned weapons and from spells and effects with the evil descriptor.
Spell-Like Abilities: At will aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 23), imprisonment (DC 28), invisibility (self only), Lesser restoration (DC 21), polymorph (self only), power word stun, remove curse (DC 22), remove disease (DC 22), remove
fear (DC 20), resist Energy, summon monster VII, speak with dead (DC 22), waves of fatigue;
- 3/day–blade barrier (DC 25), earthquake (DC 27), heal (DC 25), mass charm monster (DC 27), permanency, resurrection, waves of exhaustion;
- 1/day–greater restoration (DC 26), power word blind, power word, kill, power word, stun, prismatic spray (DC 26), wish.
Caster level 20th. The save DCs are Charisma-based.
The following abilities are always active on the solar’s person, as the spells (caster level 20th); detect evil, detect snares and pits, discern lies (DC 23), see invisibility, and 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 (6/9/8/8/8/8/6/6/6/6/1/1/1/1/1; save DC 19 + spell level):
- 0–create water, detect magic, guidance (2), resistance (2);
- 1st–bless (3), cause fear, divine favor (2), entropic hield, 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 (3), dismissal (2), divine power*, neutralize poison (2);
- 5th–break enchantment, control winds*, dispel evil (2), 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, heightened banishment, holy aura, mass cure critical wounds (2), whirlwind*;
- 9th–etherealness, elemental swarm (air)*, mass heal (2), miracle, storm of vengeance;
- 10th–maximized mass cure critical wounds;
- 11th–intensified flame strike;
- 12th–empowered maximized storm of vengeance;
- 13th–heightened destruction;
- 14th–intensified fire storm.
*Domain spell. Domains: Air and Water.
Epic Spells per Day: 6. Save DCs are 29.
Epic Spells Known: contingent ressurection, epic mage armor, nailed to the sky, superb dispelling.
Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level 20th). This ability is always active.