CR 23
HP 209, hd22d8+110
AC 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)
Initiative +9
Spot , Listen
Standard attacks
BAB +22, Grapple +35
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
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.
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.

System Reference Document -> List of Creatures (SRD)
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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.

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