|This material is published under the OGL|
|Size/Type:||Large Outsider (Angel, Extraplanar, Good)|
|Hit Dice:||22d8+110 (209 hp)|
|Speed:||50 ft. (10 squares), fly 150 ft. (good)|
|Armor Class:||35 (–1 size, +5 Dex, +21 natural), touch 14, flat-footed 30|
|Attack:||+5 dancing greatsword +35 melee (3d6+18/19–20) or +2 composite longbow (+5 str=bonus) +28 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13)|
|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)|
|Space/Reach:||10 ft./10 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 32, tongues|
|Saves:||Fort +18 (+22 against poison), Ref +18, Will +20|
|Abilities:||Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25|
|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|
|Environment:||Any good-aligned plane|
|Organization:||Solitary or pair|
|Treasure:||No coins; double goods; standard items|
|Alignment:||Always good (any)|
|Advancement:||23–33 HD (Large); 34–66 HD (Huge)|
A solar has a deep and commanding voice, and stands about 9 feet tall. It weighs about 500 pounds.
Solars are puissant champions of good. Only the most powerful fiends approach their power.
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 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 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.
See Wikipedia Entry: Angel