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Angel, Solar

This towering humanoid creature has shining topaz eyes, metallic skin, and three pairs of white wings.

Solar CR 23

XP 819,200
NG Large outsider (angelextraplanargood)
+9; Senses darkvision 60 ft., low-light vision, detect evildetect snares and pitstrue seeingPerception +33
protective aura


AC 44, touch 11, flat-footed 42 (+14 armor, +1 Dex, +1 dodge, +19 natural, –1 size; +4 deflection vs. evil)
363 (22d10+242); regeneration 15 (evil artifacts, effects, and spells)
+25, Ref +14, Will +23; +4 vs. poison, +4 resistance vs. evil
15/epic and evil; Immune acid, cold, petrification; Resist electricity 10, fire 10; SR 34


Speed 50 ft., fly 150 ft. (good); 35 ft., fly 100 ft. (good) in armor
+5 dancing greatsword +35/+30/+25/+20 (3d6+18) or slam +30 (2d8+13)
+5 composite longbow (+9 Str bonus) +31/+26/+21/+16 (2d6+14 plus slaying arrow)
10 ft.; Reach 10 ft.
Spell-Like Abilities
 (CL 20th)
Constant—detect evildetect snares and pitsdiscern lies (DC 21), true seeing
At Will—aid, animate objects, communecontinual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead (DC 20), waves of fatigue
3/day—blade barrier (DC 23), earthquake (DC 25), heal, mass charm monster (DC 25), permanency, resurrection, waves of exhaustion
1/day—greater restoration, power word blind, power word kill, power word stun, prismatic spray (DC 24), wish
Spells Prepared
(CL 20th)
9th—etherealness, mass heal, miracle, storm of vengeance (DC 27)
8th—fire storm (DC 26), holy aura(2) (DC 26), mass cure critical wounds (2)
7th—destruction (DC 25), dictum (DC 25), ethereal jaunt, holy word (DC 25), regenerate
6th—banishment (DC 24), heroes' feast, mass cure moderate wounds, undeath to death (DC 24), word of recall
5th—break enchantment, breath of life, dispel evil (DC 23), plane shift (DC 23), righteous might, symbol of sleep (DC 23)
4th—cure critical wounds (3), death ward, dismissal (DC 22), neutralize poison (2) (DC 22)
3rd—cure serious wounds, daylight, invisibility purge, magic circle against evil, prayer, protection from energy, wind wall
2nd—align weapon, bear's endurance, bull's strength, consecrate, cure moderate wounds (2), eagle's splendor
1st—bless, cure light wounds (3), divine favor, entropic shield, shield of faith
0 (at will)—detect magic, purify food and drink, stabilize, virtue


Str 28, Dex 20, Con 30, Int 23, Wis 27, Cha 25
Base Atk
+22; CMB +32; CMD 47
Cleave, Deadly Aim, Dodge, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack, Toughness
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
Celestial, Draconic, Infernal; truespeech
 change shape (alter self)


Slaying Arrow (Su)

A solar's bow needs no ammunition, and automatically creates a slaying arrow of the solar's choice when drawn.


Solars can cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities.

Publisher's Choice Quality Stock Art (c) Rick Hershey / Fat Goblin Games


Characters with ranks in Knowledge (planes) can learn more about solars. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (Planes)

DC Result
15 Though uncertain exactly what this creature is, you can tell it is not native to this world.

This result reveals all outsider traits.

33 This creature is a solar, cohort of the gods and the most powerful of angels.

This result reveals all angel traits.

38 Solars are champions in melee, wielding their massive enchanted greatswords, but even more fearsome than these weapons are their magical composite longbows that create any sort of slaying arrow when drawn. Their natural weapons and any weapons wielded are good aligned and they are only vulnerable to epic, evil weapons, though damage from other sources will regenerate.
43 As well as a large range of spell-like abilities, solars can also call upon the divine spells of the deities they serve, much in the same way as a very powerful cleric, and they are highly resilient to magical attacks. Some of their spell-like abilities which help them see through illusions and discern falsehoods and other dangers are always active.

Monster Lore from WOTC Community Forums - Monsters and Races - Monster Lore Compendium. Copyright 2007-2008, Author: Evandar_TAybara