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SolarCreature 23


RareNGLargeAngelCelestial
Source Pathfinder Bestiary 2
Perception +40 (darkvision, true seeing)
Languages Celestial, Draconic, Infernal, Tongues
Skills Arcana +38, Athletics +43, Diplomacy +43, Religion +43, Stealth +36, Survival +46
Str +10, Dex +6, Con +8, Int +5, Wis +9, Cha +10

AC 49; Fort +40; Reflex +34; Will +37; +1 status to all saves vs. magic
HP 500 (regeneration 20 (deactivated by evil)
Speed 35 feet (fly 100 feet)
Weaknesses Evil 25

Holy Greatsword One Action +44 (+39, +34) to hit (good, magical, versatile p) 4d12+22 Slashing + 2d6 Good
Holy Longbow One Action +40 (+35, +30) to hit (deadly d10, good, magical, propulsive, range increment 100, volley 30) 4d8+17 Piercing + 2d6 Good

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicRegeneration 20 (deactivated by evil)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Aura of Protection (abjuration, aura, divine)

20 feet.

Allies in the solar's aura gain a +2 status bonus to AC against evil creatures and a +2 status bonus to saves against effects from evil creatures. The bonus increases to +4 against control by evil creatures and attacks by evil summoned creatures. When the solar or an ally is hit by an attack from a creature in the aura, that foe must succeed at a DC 43 will save or be blinded for 1 minute (this is an incapacitation effect). It's then temporarily immune for 1 minute.

Animate Weapon Reaction

Trigger The solar hits with a melee weapon Strike while Animate Weapon is not already in effect


Effect The solar's weapon leaps into the air and moves with the solar as if held with both hands. The weapon gains the effects of the dancing weapon rune for 1 minute.

Arrow of Mortality

The solar doesn't need to provide ammunition for their bow. When they draw their bow, they create a magical arrow of light that sheds bright light in a 20-foot radius until the end of the solar's next turn.

On a critical hit with the arrow, if the target has 75 or fewer Hit Points after taking the damage, it drops to 0 Hit Points and becomes Dying 1 (or, if it was already dying, increases its dying value by 3).

Change Shape One Action (concentrate, divine, polymorph, transmutation)

The solar can take on the appearance of any Small or Medium humanoid. This doesn't change their Speed or Strikes.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Holy Armaments (divine, evocation)

Any weapon gains the effect of a Holy property rune while a solar wields it.


Divine Innate Spells (DC 46, +36 to hit)

2nd Level: Invisibility
4th Level: Dimensional Anchor (At will)
5th Level: Breath of Life, Death Ward
6th Level: Restoration (At will)
7th Level: Plane Shift, Remove Fear (At will)
9th Level: Dispel Magic (At will), Heal, Overwhelming Presence, Power Word Blind, Power Word Kill, Sunburst
10th Level: Charm, Detect Alignment (Constant) (Evil only), Power Word Stun, Remove Curse, Remove Disease, Revival, Tongues (Constant), True Seeing (Constant)

Rituals

1st Level: Angelic Messenger
2nd Level: Animate Object
5th Level: Call Spirit, Resurrect
8th Level: Freedom, Imprisonment


Solars are among the greatest of all angels, ranking just below empyreal lords. Many solars serve at the right hand of a deity or champion a cause that benefits an entire world. Most archangels resemble humanoids, but not all-they can adopt more unusual forms as needed. A typical solar is about 9 feet tall and weighs about 500 pounds, with a commanding voice that is impossible to ignore. Most have silvery or golden skin.

Solars are legendary trackers; the most masterful of them are said to be able to follow the centuries-old passage of a pit fiend flying through the Astral Plane.


Angels are benevolent messengers who aid good forces in the fight against evil. Each angel has a special aura that assists in their individual tasks, and each angel delivers certain types of messages and performs other duties for the angelic hosts. While most angels live in the enlightened realm of Nirvana, some serve the forces of Heaven and Elysium, especially in the case of the angel empyreal lords within those two realms. Angels organize themselves into choirs depending on their ranks and roles.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.