Solar (CR 23)

Large Outsider (Angel, Extraplanar, and Good)
Alignment: Always good (any)
Initiative: +9 (+5 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., low-light vision, Listen +32, and Spot +32
Languages: Tongues SA


AC: 35 (-1 size, +5 Dex, +21 natural), touch 14, flat-footed 30
Hit Dice: 22d8+110 (209 hp); DR: 15/epic and evil
Fort +18 (+22 against poison), Ref +18, Will +20
Speed: 50 ft., fly 150 ft. (good)
Space: 10 ft./10 ft.
Base Attack +22; Grapple +35
Attack: +5 dancing greatsword +35/+30/+25 or +2 mighty composite longbow (+5) +28/+23/+18/+13/+8 ranged or slam +30 melee
Full Attack: +5 dancing greatsword +35/+30/+25 or +2 mighty composite longbow (+5) +28/+23/+18/+13/+8 ranged or slam +30 melee
Damage: +5 dancing greatsword 2d6+18/19-20; +2 mighty composite long bow (+5) 1d8+7/x3 plus slaying; slam 2d8+13
Special Attacks/Actions: Spell-like abilities, spells
Abilities: Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25
Special Qualities: immunity to acid, cold and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, SR 32
Feats: Cleave; Dodge; Great Cleave; Improved Initiative; Improved Sunder; Mobility; Power Attack; Track
Skills: +30, Concentration +30, Diplomacy +34, Escape Artist +30, Hide +26, Knowledge (any five) or Craft(any five) +33, Listen +32, Move Silently, Search +31, Sense Motive +32, Spellcraft +31, Spot +32, Survival +7 (+9 following tracks), and Use Rope +5 (+7 with bindings)
Advancement: 23-33 HD (Large); 34-66 HD (Huge)
Climate/Terrain: Any good aligned plane
Organization: Solitary or pair
Treasure/Possessions: no coins, double goods, standard items

Source: Monster Manual

Spell-like Abilities: At will - aid, animate objects, commune, continual flame, dimensional anchor, greater dispelling, holy smite, imprisonment, improved invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist elements, summon monster VII, and speak with dead; 3/day - blade barrier, earthquake, heal, permanency, resurrection, and shapechange; 1/day - greater restoration, mass charm, power word blind, power word kill, power word stun, prismatic spray, symbol (any), and wish. These abilities are as the spells cast by a 20th-level sorcerer (save DC 17 + spell level).

The following abilities are always active on the solar's person, as the spells cast by a 20th-level sorcerer: detect evil, detect snares and pits, discern lies, 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 from the cleric list and from the Air, Destruction, Good, Law, and War domains as 20th-level clerics (save DC 17 + spell level).

Celestial Qualities: Protective aura, fire resistance 20, tongues, electricity, cold, acid, and petrification immunity, +4 save against poison.

Keen Vision (Ex): All celestials have low-light vision and 60-foot darkvision.

Tongues (Su): Can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active.

Protective Aura (Su): As a free action, solars can surround themselves with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer whose level equal to the celestial's Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action on its next turn.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Good Subtype

A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).