Solar
A mighty angelic champion shields allies from evil attacks with a protective aura, blinding any foe whose blow lands inside it.
A solar is among the mightiest of angels, a winged champion of the heavens who wades into the war against evil with greatsword and bow blazing. Where a solar stands, the wicked find no shadow to hide in.
The solar has regeneration 20 (deactivated by evil) and +1 status to all saves vs. magic.
In play
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.
Level 23
Perception +40 · Senses darkvision, _true seeing_ · Languages Celestial, Draconic, Infernal; _tongues_ · Skills Arcana +38, Athletics +43, Diplomacy +43, Religion +43, Stealth +36, Survival +46
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +10 | +6 | +8 | +5 | +9 | +10 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 49 | +40 | +34 | +37 |
HP 500 · Weaknesses evil 25
Speed 35 feet, fly 100 feet
Actions
- Melee Holy greatsword [Single Action] +44 (Good, Magical, versatile P), Damage 4d12+22 slashing plus 2d6 good
- Ranged Holy longbow [Single Action] +40 (range 100 ft, deadly d10, Good, Magical, Propulsive, volley 30 feet), Damage 4d8+17 piercing plus 2d6 good