Solarian (3.5e Monster)
Rate this article |
Discuss this article
|Size/Type:||Medium Outsider (Psionic, Xenotheric)|
|Hit Dice:||8d8+24 (60 (shield 40) hp)|
|Armor Class:||23 (+7 inertial armor, +3 dex, +3 natural), touch 13, flat-footed 20|
|Attack:||Unarmed Strike +10 melee (1d4+2, 20/x2) or Was Staff +12 melee (1d6+4, 20/x2) or Was Staff +13 ranged touch (4d6+2, 20/x2)|
|Full Attack:||Unarmed Strike +10/+5 melee (1d4+2, 20/x2) and Was Staff +12/+7 melee (1d6+4, 20/x2) or Was Staff +13/+8 ranged touch (4d6+2, 20/x2)|
|Space/Reach:||5 ft/5 ft|
|Special Attacks:||Light of Judgement, Psionics|
|Special Qualities:||Aura of Majesty, DR 10/magic, Darkvision 60 ft, Immunities, Regeneration, Shield, SR 19, Stellar Form, Telepathy 100 ft, Undying|
|Saves:||Fort +9, Ref +8, Will +9|
|Abilities:||Str 14, Dex 16, Con 16, Int 15, Wis 17, Cha 19|
|Skills:||Bluff +23, Concentration +14, Diplomacy +23, Intimidate +23, Knowledge Nobility +13, Knowledge Psionics +13, Psicraft +13, Sense Motive +14, Spot +14, Use Magic Device +15|
|Feats:||Improved InitiativeB, Improved Unarmed StrikeB, MindsightLoM, Boost Construct, Overchannel|
|Environment:||Any, Outer Space (the Sun)|
|Organization:||Solitary, Pair, or Host (3-8)|
|Alignment:||Usually Lawful Neutral or Lawful Evil|
|Advancement:||By character class|
The figure before you was a man sculpted in physical perfection, but with the head of a great eagle or other bird of prey. Its human body is coal black, but its eyes and the inside of its mouth glows with a light as bright as the sun.
Strange alien outsiders from the depths of space, solarians have posed as deities in ancient history and commanded nations to build great works in their honor while submitting them to the lash and the strict rule of law. Though some come with benevolent intent, none would consider the animal-headed sun spirits to be kind. They are a prideful race who seems to view themselves as gods while coveting actual dietyhood and seeking new and terrible ways to try and obtain a divine spark of their own. To this end many take over kingdoms and proceed to exalt themselves in hoping that worship is enough to push them over the edge. In truth they are not gods, more akin to aliens, and they live on the surface of the sun where they exist as beings of light. These light creatures still show up as shadows compared to the radiance of the sun, and some sunspots may indeed been colonies of solarians gathered together. With their immortal lives and luminal velocities they travel the stars and keep careful watch on the planets.
They appear as humanoid shining figures of bright light, but this is a natural form rarely seen. Their other form is that of an animal-headed Adonis (typically a bird of prey) with coal-black skin that is unnatural smooth and utterly hairless. Their eyes and mouths shine with a bright inner light, further contrasting their dark hue. They dress in robes and love riches, especially gold and crystal. They adorn themselves in the finest silks and shiniest gold they can get their hands on. In both forms they are unusually tall for medium creatures, ranging from 6 to 7 feet on average.
Solarians speak all languages inherently, as if constantly under the effect of tongues. They do not need to breathe, eat, or sleep.
Solarians was manifesters before melee fighters, though they can usually hold their own with their staff and shield. Even so they typically let others do their work, summoning astral constructs and using battlefield control and mind control to extend battles long enough for backup to arrive or allowing them to escape. Of course, solarians are also arrogant creatures and appealing to their pride may have them change their tactics in favor of something more flashy and more humiliating for their opponents.
Though they loath to fight to the death those with a strong backing of followers have little fear of death itself, for they are undying and can easily be restored to their former glory so long as a single fanatic remains.
Aura of Majesty (Su): A solarian has a powerful presence out to a 20 ft radius around it. Those that enter the aura must make a DC 18 Will save or become fascinated for as long as they remain in the aura. A successful save renders them immune for 24 hours to this effect. However, as a swift action the solarian can target any one creature within their aura (regardless if they saved or not) and produce one of the following effects:
- Awe: Overwhelmed by their presence, the target is dazed for 1 round.
- Fear: Terrified by their presence, the target is shaken until they exit the aura. Used on a shaken target, it renders them frightened instead for 1 round.
- Resolve: The solarian's allies receive a +4 morale bonus on attack rolls, saves, and checks. The solarian counts itself as an ally.
- In addition as a free action on its turn it may shed light from its body up to the brightness of a daylight spell (effectively a 3rd level spell). For all effects a DC 18 Will save negates. The saving throw is Charisma based.
Light of Judgement (Su): Once every 1d4 rounds a solarian can expend their psionic focus to produce a powerful beam of destructive light out to a distance of 120 ft. They deal 1d6 points of damage per HD and creatures must save or become blind for 1d4 rounds. A DC 18 Fortitude save halves the damage and reduces the blinding to dazzling. The saving throw is Charisma based.
Immunities (Ex): A solarian is immune to ability damage, ability drain, blinding, dazzling, death effects, disease, energy drain, mind-affecting effects, petrification, poison, polymorphing, and sleep effects. They are also immune to fire and to [Light] effects. They are immune to the environmental effects of outer space and stars.
Psionics: A solarian manifests powers as a 8th-level psion (shaper). The save DCs are Charisma-based. If it takes levels in psion it continues to use Charisma, or it can take levels in wilder and continue to get access to the shaper discipline.
- Typical Psion Powers Known (power points 74, base save DC 14 + power level): 1st— astral construct*, energy ray*, inertial armor*, psionic minor creation, vigor*; 2nd- Amethyst Burst*DM (DC 16), damp power*CPsi, share pain, specified energy adaptation; 3rd- dispel psionics*, ectoplasmic cocoon* (DC 17), telekinetic force* (DC 17), telekinetic thrust* (DC 17); 4th-death urge* (DC 18), psionic divination, psionic freedom of movement, wall of ectoplasm.
- Power can be augmented.
Regeneration (Ex): Solarian regeneration is bypassed whenever the solarian is injured in shadowy illumination or darker. In fact, their regeneration shuts off completely in complete darkness. A solarian's own light does not count for the purposes of its regeneration.
Shield (Ex): Solarians have a strange technological device which seems to amplify and use some inherent ability, granting them a shield of energy, which becomes visible when struck. It grants 5 temporary hp per HD, and as normal it grants immunity to critical hits for as long as the shield is present. The shield completely regenerates its pool of temporary hit points after 1 minute after it was damaged. The shield takes up an item slot, typically the throat or belt. Though it is an item, only a solarian can power it. A solarian can craft one of these over the course of 1 day and 100 gp in materials.
Stellar Form (Su): As a 1 round action a solarian may assume their natural form of a being of pure light, shedding light as daylight and being unable to tone it down. In this state they are incorporeal and gain the incorporeal subtype. They cannot make any attacks, not even with their Was Staff, nor can they use their psionic powers unless they affect only themselves. In this state they have a fly speed of luminal and can effectively teleport anywhere that can be accessed by a Diminutive sized creature or larger. Its also this method that they use to arrive from their home on the sun and the state they are found up there. Reverting back is also a 1 round action. In this state darkness effects are like acid, dealing 1d6 damage each round they remain in it. Transforming provokes attacks of opportunity.
Undying (Su): Solarians won't die, even if you kill them. Although solarian bodies seem to shrivel and decay rapidly after death, their withered corpses can be restored through a specific ritual unique to each solarian but typically involving entombment, exposure to sunlight or gold, or sacrifices. Whatever the nature of the ritual the solarian will return 1 week after the ritual is completed successfully. Only the complete destruction of the body ensures the solarian cannot return with this method.
Equipment: Solarians are often decked with many magic items (including jewelry and gold) but in particular carry on piece of alien technology known as a Was Staff. Effectively a +2 Axiomatic Quarterstaff on both ends, it can fire bolts of destructive light from the end as an attack action, dealing 4d6+2 damage. This damage is maximized against anything weak to light (such as vampires). It is a ranged touch attack with a range of 60 ft, and consumes a charge on the staff. The staff has 50 charges, and regains 5 charges every day, as long as its been exposed to sunlight for 1 hour. In spite of the amazing effect, the ability is completely extraordinary. It is considered an exotic weapon.
Skills: Solarians have a +8 racial bonus on Bluff, Diplomacy, and Intimidate checks.