Solar
Creature 23 (rare) — angel, celestial, holy
Pre-Remaster content. May include legacy alignment.
CrasherMenderLANDAERIALangelcelestial
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 a
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +40; darkvision, truesight 60 feet
Languages diabolic, draconic, empyrean; 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
Items +3 Major Striking Greatsword, +3 Major Striking Longbow
AC 49
Fort +40
Ref +34
Will +37
+1 status to all saves vs. magic
HP 500 (regeneration 20 (deactivated by unholy))
Weaknesses unholy 25
Speed 35 feet, fly 100 feet
Offense
Melee Holy Greatsword (good, holy, magical, versatile-p) +44, Damage 4d12+22 slashing plus 1d6 spirit
Ranged Holy Longbow (deadly-d10, good, holy, magical, propulsive, volley-30) +40, range increment 100 feet, Damage 4d8+17 piercing plus 1d6 spirit plus Arrow Of Mortality
Abilities
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. Magic —
Regeneration 20 (Deactivated by Unholy) — 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 (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 —
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).
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 (concentrate, divine, polymorph) — 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.
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) — Any weapon gains the effect of a Holy property rune while a solar wields it.
Divine Innate Spells DC 46, attack +36
10th Charm, Detect Alignment (Constant) (Evil only), Power Word Stun, Remove Curse, Remove Disease, Revival, Tongues (Constant), True Seeing (Constant)
9th Dispel Magic (At will), Overwhelming Presence, Power Word Blind, Power Word Kill, Sunburst
7th Plane Shift, Remove Fear (At will)
6th Restoration (At will)
5th Breath of Life, Death Ward
4th Dimensional Anchor (At will)
2nd Invisibility
1st Heal
WORKS WELL WITH
AnvilLAND / AERIALAn Anvil holds the frontline inside the Aura of Protection while the Solar uses fly speed to engage priority ranged or caster targets.
MenderLAND / AERIALA Mender sustaining the Solar past its regeneration cap against unholy foes keeps the Aura of Protection active on the party.
WeaverLAND / AERIALA Weaver controlling enemy formation channels targets into the Solar's greatsword reach and protective aura coverage.
PUNISHES
✖ unholy reliance✖ invisibility✖ attrition tactics
Multiple Crashers may compete for melee access and dilute the party's aura coverage.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Solar in the encounter builder — free, no install.
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