|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 |
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