Solar Angel
CR 23, NG Large Outsider (angel, extraplanar)
Senses: Perception 33, Darkvision 60, Low Light Vision, Detect alignmentThe creature can detect the alignment of creatures if they are in line-of-sight., Detect Simple TrapsThe creature can automatically detect snares, pits, and simple traps line-of-sight., True SeeingThe creature can see through magical darkness, notices secret doors hidden by magic, sees through blur or displacement, sees invisibility, sees through illusions, sees ethereal creatures, and sees the true form of polymorphed creatures. True seeing doesn't see through solid objects.
Speed: 50 ft., fly 150 ft. (good) Skills: Athletics 32, Insight 33, Persuasion 32, Stealth 21, Arcana 31, History 31, Nature 31, Planes 31, Religion 31
Languages: Celestial, Draconic, Infernal, Truespeech
Ability Scores: Str 28 (+34), Dex 20 (+16), Con 30 (+35), Int 23 (+31), Wis 27 (+33), Cha 25 (+32)
INIT: +9 CP: +22 HP: 363 (22d10+242) SA: 26 DC: 36
AC: 44 Touch: 11 Flat-footed: 42 [+2 Dodge, +33 Natural, -1 Size]
SR: 36 Vulnerable: -- Resistant: Electricity 10, Fire 10, Weapons 15 Bypass: Evil
Immunity: Acid, Cold Effect Immunity: Petrification, Sleep
Power Attack (ex) - A Solar Angel may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Solar Angel does one extra point of damage. The Solar Angel must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.
Protective Aura (su, Aura) - Anyone within 20 feet of this creature gets advantage on saves against effects made by evil creatures. Evil creatures also take a -4 penalty to attacks against those who are protected.
Constant Spell-Like Abilities (Sp) - The following spells are always active: Detect (evil/simple traps), Discern Lies, True Seeing
Attacks
- Melee - 4 x +5 dancing greatsword +36 (3d6+18/19-20). Reach: 10 ft.
- Ranged - 4 x +5 composite longbow +32 (2d6+14 plus slaying arrow). Range: 150/300/600 Slaying Arrow - A solar's bow needs no ammunition, and automatically creates a slaying arrow of the solar's choice when drawn.
- Melee (Natural) - 1 x slam +30 (2d8+13). Reach: 10 ft.
Cleave (ex) - As a standard action, the Solar Angel can make a single attack with a melee weapon at its highest attack bonus. If it hits, it deals damage normally and can make another attack against a foe adjacent to the first. The Solar Angel may continue making as many attacks as possible provided opponents are adjacent and in range. Using cleave, causes the creature to take a -2 penalty to AC until its next turn.
- Spells
- Level 1 (4 slots): Bless, Cure Wounds, Entropic Shield, Light, Neutralize Poison, Shield of Faith
- Level 2 (4 slots): Align Weapon, Consecrate, Enhance Ability, Protection from Energy
- Level 3 (4 slots): Invisibility Purge, Magic Circle, Wind Wall
- Level 4 (4 slots): Death Ward, Dismissal, Divine Power, Symbol
- Level 5 (4 slots): Break Enchantment, Dispel Alignment, Righteous Might
- Level 6 (3 slots): Heal, Heroes' Feast, Slay Living, Undeath to Death, Word of Recall
- Level 7 (3 slots): Divine Word, Etherealness, Fire Storm, Plane Shift, Regenerate
- Level 8 (3 slots): Aura
- Level 9 (2 slots): Miracle, Storm of Vengeance
- Spell Like Abilities (1/day)
- Spell Like Abilities (3/day)
- Spell Like Abilities (At Will)
Environment: any good-aligned plane
Organization: solitary pair
Treasure: double (+5 full plate, +5 dancing greatsword, +5 composite longbow [+9 Str bonus])
This towering humanoid creature has shining topaz eyes, metallic skin, and three pairs of white wings.