Solar CR 23
LG Large Outsider (Angel, Extraplanar, Good)Init ; Senses Listen +32, Spot +32; Dark Vision 60, Low-Light Vision
Languages Common (tongues), Detect Evil, Detect Snares and Pits, Discern Lies, See Invisibility, True Seeing
AC 35, touch 14, flat-footed 30; Dodge
hp 209 (22 HD), DR 15/epic and evil, Regeneration 15
Immune Acid, cold, and petrification
Resist electricity 10, fire 10 SR 32 Fort +18 Ref +18 Will +20 (+2 vs poison)
Speed 50 ft. (10 squares), fly 150 ft. (good)
Melee +5 dancing greatsword /// (/19-20 x2) or
Melee Slam ()
Ranged +2 composite longbow (+5 Str bonus) /// (/×3 plus slaying)
Base Atk +2, Grp +4
Attack Options Smite evil 1/day, power attack, Goad DC 13
Special Actions Change Shape, protective aua, tongues
Spell-like Abilities DC 17+ spell level, CL 20th
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), 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
Cleric Spells 6/8/8/8/7/7/6/6/5/5 DC 17 + spell level, CL 20 Domains Air and War
9th— etherealness, elemental swarm (air)*, mass heal, miracle, storm of vengeance.
8th—fire storm, holy aura, mass cure critical wounds (2), whirlwind*
7th—control weather*, destruction, dictum, ethereal jaunt, holy word, regenerate
6th—banishment, chain lightning*, heroes’ feast, mass cure moderate wounds, undeath to death, word of recall
5th—break enchantment, control winds*, dispel evil, plane shift, righteous might (2), symbol of sleep
4th—death ward (2), dismissal (2), divine power*, neutralize poison (2)
3rd—daylight, invisibility purge, magic circle against evil, magic vestment*, prayer (2), protection from energy, wind wall
2nd—align weapon, bear’s endurance (2), bull’s strength (2), consecrate, eagle’s splendor, spiritual weapon
1st—bless (2), cause fear, divine favor (2), entropic shield, obscuring mist*, shield of faith
Orisons—create water, detect magic, guidance (2), resistance (2)
Abilities Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25
Feats Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track
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)
[small]Change Shape (Su)
A solar can assume the form of any Small or Medium humanoid.
Regeneration (Ex)
A solar takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.
Spell-like Abilities
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 spells 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.

