Library / Bestiary

Angel, Solar

CR 23.00 Outsider NG Large HD 22
This towering humanoid creature has shining topaz eyes, metallic skin, and three pairs of white wings.

Solars are the greatest type of angel, usually serving at the right hand of a deity or championing a cause that benefits an entire world or plane. A typical solar looks roughly human, though some physically resemble other humanoid races and a rare few have even more unusual forms. A solar stands about 9 feet tall and weighs about 500 pounds, with a strong, commanding voice that is impossible to ignore. Most have silvery or golden skin.

Blessed with an array of magical powers and the spellcasting abilities of the most powerful clerics, solars are powerful opponents capable of single-handedly slaying mighty evils. They are the greatest trackers among the celestials, the most masterful of which are said to be able to track the days-old wake of a pit fiend flying through the Astral Plane. Some take on the mantle of monster-slayers and hunt powerful fiends and undead such as devourers, night hags, night shades, and pit fiends, even making forays into the evil planes and the Negative Energy Plane to destroy these creatures at their source before they can bring harm to mortals. A few very old solars have succeeded at this task and bear slayer-names of dread creatures that are now extinct by the solar's hand.

Solars accept roles as guardians, usually of fundamental supernatural concepts, or objects or creatures of great importance. On one world, a group of solars patrols the energy conduits of the sun, alert for any attempts by evil races such as drow to snuff out the light and bring eternal darkness. On another, seven solars stand watch over seven mystical chains keeping evil gods bound within a prison demiplane. On yet another, a solar with a flaming sword stands watch over the original mortal paradise so that no creature may enter.

In worlds where the gods cannot take physical form, they send solars to be their prophets and gurus (often pretending to be mortals), laying the foundation for cults that grow to become great religions. Likewise, in worlds oppressed by evil, solars are the secret priests who bring hope to the downtrodden, or in some cases allow themselves to be martyred so that their holy essence can explode outward to land and grow in the hearts of great heroes-to-be.

Though they are not gods, the solars' power approaches that of demigods, and they often have an advisory role for younger or weaker deities. In some polytheistic faiths, mortals worship one or more solars as aspects or near-equal servants of the true deities—never without the deity's approval—or consider notable solars to be offspring, consorts, lovers, or spouses of true deities (which they may be, depending on the deity).

Unlike other angels, most solars are created from an amalgam of good souls and raw divine energy to directly serve the gods, but an increasing number of these powerful angels have been “promoted” to their existence as solars from lesser creatures like planetars or devas. A few rare and powerful good souls ascend directly to the status of solar. The oldest solars predate mortality and are among the gods' first creations. These strange solars are paragons of their kind and have little direct interaction with mortals, focusing on the protection or destruction of abstract concepts such as gravity, dark matter, entropy, and primordial evil.

Solars who spend a long time in the Material Plane, especially those in the guise of mortals, are sometimes the source of half-celestial or aasimar bloodlines in mortal families, due either to romantic dalliances or simply the mortals' proximity to celestial energy. Actual offspring are rare, and when they occur, it is always a mortal mother that bears the child—while solars can appear as either sex, the gods have not granted them the capacity for pregnancy or motherhood. Indeed, this fundamental truth is often what drives a solar to seek out a mortal lover. Since begetting a child upon a mortal is generally frowned upon by other solars, a solar father rarely interacts directly with the fate of his lover or child, so as to avoid bringing shame upon himself or his responsibilities. Yet such solars still watch over their progeny from afar, and in times of peril, they might even be moved to intercede to aid one of their endangered children, albiet in subtle and mysterious ways.

All angels respect the power and wisdom of solars, and though these mightiest of angels usually work alone, they sometimes command multiple armies led by planetars, acting as great field marshals for massive incursions against the legions of Hell or the hordes of the Abyss.

HP
363 (22d10+242); regeneration 15 (evil artifacts, effects, and spells)
AC
44, touch 11, flat-footed 42 (+14 armor, +1 Dex, +1 dodge, +19 natural, -1 size; +4 deflection vs. evil)
Init
+9
Speed
50 ft., fly 150 ft. (good); 35 ft., fly 100 ft. (good) in armor
Fort
+25
Ref
+14
Will
+23; +4 vs. poison, +4 resistance vs. evil
BAB
+22
CMB
+32
CMD
47
Melee
+5 dancing greatsword +35/+30/+25/+20 (3d6+18) or slam +30 (2d8+13)
Ranged
+5 composite longbow (+9 Str bonus) +31/+26/+21/+16 (2d6+14 plus slaying arrow)
Space
10 ft.
Reach
10 ft.
DR
15/epic and evil
SR
34
Aura
protective aura
str
28
+9
dex
20
+5
con
30
+10
int
23
+6
wis
27
+8
cha
25
+7

Weapons: Martial, Simple

change shape (alter self)

Universal Monster Rules

Change Shape (alter self) Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.

Special Abilities

Slaying Arrow (+5 composite longbow) from rider

Feats, Traits & Items

Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Deadly Aim from Feat

You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Great Fortitude from Feat

You get a +2 bonus on all Fortitude saving throws.

Calculated: +2 Fort

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Improved Sunder from Feat

You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.

Calculated: +2 Maneuver Check Bonus
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Mobility from Feat

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Situational: vs. attacks of opportunity caused by moving out of or within a threatened area: +4 dodge AC
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Toughness from Feat

You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Calculated: +3 Hp Bonus

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

spell-like abilities:
Constant—Detect Evil, Constant—Detect Snares And Pits, Constant—Discern Lies (DC 20), Constant—True Seeing (DC 23), At will—Aid, At will—Animate Objects, At will—Commune, At will—Continual Flame, At will—Dimensional Anchor, At will—Dispel Magic, Greater, At will—Holy Smite (DC 21), At will—Imprisonment (DC 26), At will—Invisibility (DC 19), At will—Restoration, Lesser (DC 18), At will—Remove Curse (DC 21), At will—Remove Disease (DC 20), At will—Remove Fear (DC 18), At will—Resist Energy (DC 19), At will—Summon Monster VII, At will—Speak With Dead (DC 20), At will—Waves Of Fatigue, 3/day—Blade Barrier (DC 23), 3/day—Earthquake (DC 25), 3/day—Heal (DC 22), 3/day—Charm Monster, Mass, 3/day—Permanency, 3/day—Resurrection, 3/day—Waves Of Exhaustion, 1/day—Restoration, Greater (DC 24), 1/day—Power Word Blind, 1/day—Power Word Kill, 1/day—Power Word Stun, 1/day—Prismatic Spray (DC 24), 1/day—Wish (DC 26)
spells prepared:
9th—Etherealness, 9th—Heal, Mass (DC 26), 9th—Miracle (DC 26), 9th—Storm Of Vengeance (DC 26), 8th—Fire Storm (DC 24), 8th—Holy Aura (DC 25), 8th—Cure Critical Wounds, Mass (DC 25), 7th—Destruction (DC 24), 7th—Dictum, 7th—Ethereal Jaunt, 7th—Holy Word (DC 23), 7th—Regenerate (DC 24), 6th—Banishment (DC 24), 6th—Heroes' Feast, 6th—Cure Moderate Wounds, Mass (DC 23), 6th—Undeath To Death (DC 23), 6th—Word Of Recall, 5th—Break Enchantment (DC 22), 5th—Breath Of Life (DC 22), 5th—Dispel Evil (DC 21), 5th—Plane Shift (DC 24), 5th—Righteous Might, 5th—Symbol Of Sleep (DC 22), 4th—Cure Critical Wounds (DC 21), 4th—Death Ward (DC 21), 4th—Dismissal (DC 22), 4th—Neutralize Poison (DC 20), 3rd—Cure Serious Wounds (DC 20), 3rd—Daylight, 3rd—Invisibility Purge, 3rd—Magic Circle Against Evil (DC 20), 3rd—Prayer, 3rd—Protection From Energy (DC 20), 3rd—Wind Wall, 2nd—Align Weapon (DC 19), 2nd—Bear's Endurance (DC 19), 2nd—Bull's Strength (DC 19), 2nd—Consecrate, 2nd—Cure Moderate Wounds (DC 19), 2nd—Eagle's Splendor (DC 19), 1st—Bless, 1st—Cure Light Wounds (DC 18), 1st—Divine Favor, 1st—Entropic Shield, 1st—Shield Of Faith (DC 18), At will—Detect Magic, At will—Purify Food And Drink (DC 17), At will—Stabilize (DC 17), At will—Virtue
Details
Type
Outsider
Alignment
NG
Size
Large
Environment
any good-aligned plane
Organization
solitary or pair
Treasure
double (+5 full plate, +5 dancing greatsword, +5 composite longbow [+9 Str bonus])
Senses
darkvision 60 ft., low-light vision, detect evil, detect snares and pits, true seeing; Perception +33
Aura
protective aura
Languages
Celestial, Draconic, Infernal; truespeech
Source
Bestiary
Source

Bestiary

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
94 House/Core
  • Uses feat: Cleave (Feat) — core content under OGL 1.0a
  • Uses feat: Deadly Aim (Feat) — core content under OGL 1.0a
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Great Fortitude (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Sunder (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Lightning Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Mobility (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Toughness (Feat) — core content under OGL 1.0a
  • Knows spell: Detect Evil (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Snares And Pits (Spell) — core content under OGL 1.0a
  • Knows spell: Discern Lies (Spell) — core content under OGL 1.0a
  • Knows spell: True Seeing (Spell) — core content under OGL 1.0a
  • Knows spell: Aid (Spell) — core content under OGL 1.0a
  • Knows spell: Animate Objects (Spell) — core content under OGL 1.0a
  • Knows spell: Commune (Spell) — core content under OGL 1.0a
  • Knows spell: Continual Flame (Spell) — core content under OGL 1.0a
  • Knows spell: Dimensional Anchor (Spell) — core content under OGL 1.0a
  • Knows spell: Dispel Magic, Greater (Spell) — core content under OGL 1.0a
  • Knows spell: Holy Smite (Spell) — core content under OGL 1.0a
  • Knows spell: Imprisonment (Spell) — core content under OGL 1.0a
  • Knows spell: Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Restoration, Lesser (Spell) — core content under OGL 1.0a
  • Knows spell: Remove Curse (Spell) — core content under OGL 1.0a
  • Knows spell: Remove Disease (Spell) — core content under OGL 1.0a
  • Knows spell: Remove Fear (Spell) — core content under OGL 1.0a
  • Knows spell: Resist Energy (Spell) — core content under OGL 1.0a
  • Knows spell: Summon Monster VII (Spell) — core content under OGL 1.0a
  • Knows spell: Speak With Dead (Spell) — core content under OGL 1.0a
  • Knows spell: Waves Of Fatigue (Spell) — core content under OGL 1.0a
  • Knows spell: Blade Barrier (Spell) — core content under OGL 1.0a
  • Knows spell: Earthquake (Spell) — core content under OGL 1.0a
  • Knows spell: Heal (Spell) — core content under OGL 1.0a
  • Knows spell: Charm Monster, Mass (Spell) — core content under OGL 1.0a
  • Knows spell: Permanency (Spell) — core content under OGL 1.0a
  • Knows spell: Resurrection (Spell) — core content under OGL 1.0a
  • Knows spell: Waves Of Exhaustion (Spell) — core content under OGL 1.0a
  • Knows spell: Restoration, Greater (Spell) — core content under OGL 1.0a
  • Knows spell: Power Word Blind (Spell) — core content under OGL 1.0a
  • Knows spell: Power Word Kill (Spell) — core content under OGL 1.0a
  • Knows spell: Power Word Stun (Spell) — core content under OGL 1.0a
  • Knows spell: Prismatic Spray (Spell) — core content under OGL 1.0a
  • Knows spell: Wish (Spell) — core content under OGL 1.0a
  • Knows spell: Etherealness (Spell) — core content under OGL 1.0a
  • Knows spell: Heal, Mass (Spell) — core content under OGL 1.0a
  • Knows spell: Miracle (Spell) — core content under OGL 1.0a
  • Knows spell: Storm Of Vengeance (Spell) — core content under OGL 1.0a
  • Knows spell: Fire Storm (Spell) — core content under OGL 1.0a
  • Knows spell: Holy Aura (Spell) — core content under OGL 1.0a
  • Knows spell: Cure Critical Wounds, Mass (Spell) — core content under OGL 1.0a
  • Knows spell: Destruction (Spell) — core content under OGL 1.0a
  • Knows spell: Dictum (Spell) — core content under OGL 1.0a
  • Knows spell: Ethereal Jaunt (Spell) — core content under OGL 1.0a
  • Knows spell: Holy Word (Spell) — core content under OGL 1.0a
  • Knows spell: Regenerate (Spell) — core content under OGL 1.0a
  • Knows spell: Banishment (Spell) — core content under OGL 1.0a
  • Knows spell: Heroes' Feast (Spell) — core content under OGL 1.0a
  • Knows spell: Cure Moderate Wounds, Mass (Spell) — core content under OGL 1.0a
  • Knows spell: Undeath To Death (Spell) — core content under OGL 1.0a
  • Knows spell: Word Of Recall (Spell) — core content under OGL 1.0a
  • Knows spell: Break Enchantment (Spell) — core content under OGL 1.0a
  • Knows spell: Breath Of Life (Spell) — core content under OGL 1.0a
  • Knows spell: Dispel Evil (Spell) — core content under OGL 1.0a
  • Knows spell: Plane Shift (Spell) — core content under OGL 1.0a
  • Knows spell: Righteous Might (Spell) — core content under OGL 1.0a
  • Knows spell: Symbol Of Sleep (Spell) — core content under OGL 1.0a
  • Knows spell: Cure Critical Wounds (Spell) — core content under OGL 1.0a
  • Knows spell: Death Ward (Spell) — core content under OGL 1.0a
  • Knows spell: Dismissal (Spell) — core content under OGL 1.0a
  • Knows spell: Neutralize Poison (Spell) — core content under OGL 1.0a
  • Knows spell: Cure Serious Wounds (Spell) — core content under OGL 1.0a
  • Knows spell: Daylight (Spell) — core content under OGL 1.0a
  • Knows spell: Invisibility Purge (Spell) — core content under OGL 1.0a
  • Knows spell: Magic Circle Against Evil (Spell) — core content under OGL 1.0a
  • Knows spell: Prayer (Spell) — core content under OGL 1.0a
  • Knows spell: Protection From Energy (Spell) — core content under OGL 1.0a
  • Knows spell: Wind Wall (Spell) — core content under OGL 1.0a
  • Knows spell: Align Weapon (Spell) — core content under OGL 1.0a
  • Knows spell: Bear's Endurance (Spell) — core content under OGL 1.0a
  • Knows spell: Bull's Strength (Spell) — core content under OGL 1.0a
  • Knows spell: Consecrate (Spell) — core content under OGL 1.0a
  • Knows spell: Cure Moderate Wounds (Spell) — core content under OGL 1.0a
  • Knows spell: Eagle's Splendor (Spell) — core content under OGL 1.0a
  • Knows spell: Bless (Spell) — core content under OGL 1.0a
  • Knows spell: Cure Light Wounds (Spell) — core content under OGL 1.0a
  • Knows spell: Divine Favor (Spell) — core content under OGL 1.0a
  • Knows spell: Entropic Shield (Spell) — core content under OGL 1.0a
  • Knows spell: Shield Of Faith (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Purify Food And Drink (Spell) — core content under OGL 1.0a
  • Knows spell: Stabilize (Spell) — core content under OGL 1.0a
  • Knows spell: Virtue (Spell) — core content under OGL 1.0a
View references and cross-links for Angel, Solar

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OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.