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Size & Type (subtype):Large Outsider (Good)Hit Dice:22d8+110 (209)
Initiative:   +9 (+5 Dex, +4 Improved Initiative)   Speed:   50 ft., fly 150 ft. (good)  
Armor Class:   35 (-1 size, +5 Dex, +21 natural)   Attacks:   +5 dancing, vorpal greatsword +35/+30/+25/+20/15 melee; or +2 mighty composite longbow (+5) +28/+23/+18/+13/+8 ranged  
Damage:   +5 dancing, vorpal greatsword 2d6+18; +2 mighty composite longbow (+5) 1d8+7 and slaying   Face and Reach:   5 ft. by 5 ft./10 ft.  
Special Attacks:   Spell-like abilities, spells   Special Qualities:   Damage reduction 35/+4, SR 32, regeneration 15, protective aura, immunities, fire resistance 20, poison saves, tongues, keen vision  
Saving Throws  Fortitude: 18  
Reflex: 18  
Will: 20  
Abilities:   Str: 28
Dex: 20
Con: 20
Int: 23
Wis: 25
Cha: 25
Skills:   Concentration +16, Escape Artist +30, Hide +26, Knowledge (any five) or Craft (any five) +28, Listen +32, Move Silently +30, Search +30, Sense Motive +32, Spellcraft +19, Spot +32   Feats:   Cleave, Dodge, Great Cleave, Improved Initiative, Mobility, Power Attack  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary or pair  
Challenge Rating:   19   Challenge Rating Value:   19  
Treasure:   No coins; double goods; standard items   Alignment:   Always good (any)  
Advancement:   23-33 HD (Large); 34-66 HD (Huge)  


Celestials speak Celestial, Infernal, and Draconic.

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).

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.

Tongues (Su): All celestials 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.

Immunities (Ex): Solars are immune to electricity, petrification, cold, and acid.

Poison Saves (Ex): All celestials receive a +4 racial bonus to Fortitude saves against poison.

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


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002