D20:Solar Creature
[top]ANGEL, SOLAR
CR 23 | ||
---|---|---|
HP 209, hd22d8+110 Initiative +9AC 35 (?1 size, +5 Dex, +21 natural), touch 14, flat-fooded 30 Fort +18 (+22 against poison), Ref +18, Will +20 Speed 50 ft. (10 squares), fly 150 ft. (good) Spot , Listen | ||
Standard attacks BAB +22, Grapple +35 | ||
Attacks | ||
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) | ||
Special Attacks/Qualities | ||
Spell-like abilities, spells | ||
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 32, tongues | ||
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 | ||
Str 28 Con 20 Dex 20 Int 23 Wis 25 Cha 25 | ||
Alignment Always good (any), Environment Any good-aligned plane, Organisation Solitary or pair |
[top]Combat
Solars are puissant champions of good. Only the most powerful fiends approach their power.
Even more fearsome than their +5 dancing greatsword are their +2 composite longbow 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 spell 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.
class="errata" |
Change Shape (Su): A solar can assume the form of any Small or Medium humanoid.
SEE WIKIPEDIA ENTRY: Angel
System Reference Document -> List of Creatures (SRD)
Even more fearsome than their +5 dancing greatsword are their +2 composite longbow 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),
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 spell 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.
class="errata" |
Change Shape (Su): A solar can assume the form of any Small or Medium humanoid.
SEE WIKIPEDIA ENTRY: Angel
System Reference Document -> List of Creatures (SRD)
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Category: Angel Subtype | Any Good Alignment | Celestial | CR23 | Creature | D20 | D20 Stat Block | Extraplanar Subtype | Good-Aligned Plane | Good Alignment | Good Subtype | LA- | Large Size | Outsider Type | SRD
Created by Last edited by , 10-23-2011 at 11:59 AM 0 Comments, 9,625 Views |
, 05-20-2007 at 12:51 AM
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