3e SRD:Celestial, Solar

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Planetar[edit]

Size/Type: Large Outsider (Good)
Hit Dice: 22d8+110 (209 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 50 ft., Fly 150 ft. (good)
AC: 35 (-1 size, +5 Dex, +21 natural)
Attacks: +5 dancing, vorpal greatsword +35/+30/+25/+20/15 melee; or +2 mighty composite longbow (+5) +28/+23/+18/+13/+8 ranged
Damage: +5 dancing, vorpal greatsword 2d6+18; +2 mighty composite longbow (+5) 1d8+7 and slaying
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Damage reduction 35/+4, SR 32, celestial qualities, fast healing 15
Saves: Fort +18, Ref +18, Will +20
Abilities: Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25
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
Climate/Terrain: Any land and underground
Organization: Solitary or pair
Challenge Rating: 19
Treasure: No coins; double goods; standard items
Alignment: Always good (any)
Advancement: 23-33 HD (Large); 34-66 HD (Huge)

Celestials speak Celestial, Infernal, and Draconic.

Combat

Protective Aura (Su): As a free action, ghaeles, devas, planetars, and 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): All celestials are immune to electricity and petrification attacks. Devas, planetars, and solars are also immune to cold and acid.

All celestials receive a +4 racial bonus to Fortitude saves against poison.

Keen Vision (Ex): All celestials have low-light vision and 60-foot darkvision.

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).

Celestial Qualities: Protective aura, fire resistance 20, tongues, electricity, cold, acid, and petrification immunity, +4 save against poison.



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