Angel, Solar

To Main Bestiary


Abbott Handerson Thayer (1849–1921) Stevenson Memorial Date 1903 Abbott Handerson Thayer (1849–1921) Stevenson Memorial Date 1903

This towering humanoid creature has shining topaz eyes, metallic skin, and three pairs of white wings.

Solar CR 23
XP 819,200
NG Large outsider (angel, extraplanar, good)
Init +9; Senses darkvision 60 ft., low-light vision, detect evil, detect snares and pits, true seeing; Perception +33
Aura protective aura
AC 44, touch 11, flat-footed 42 (+14 armor, +1 Dexterity, +1 dodge, +19 natural, –1 size; +4 deflection vs. evil)
hp 363 (22d10+242); regeneration 15 (evil artifacts, effects, and spells)
Fort +25, Ref +14, Will +23; +4 vs. poison, +4 resistance vs. evil
DR 15/epic and evil; Immune acid, cold, petrification; Resist electricity 10, fire 10; SR 34
Speed 50 ft., fly 150 ft. (good); 35 ft., fly 100 ft. (good) in armor
Melee +5 dancing greatsword +35/+30/+25/+20 (3d6+18) or slam +30 (2d8+13)
Ranged +5 composite longbow (+9 Strength bonus) +31/+26/+21/+16 (2d6+14 plus slaying arrow)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 20th)

Constant—detect evil, detect snares and pits, discern lies (DC 21), true seeing

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, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead (DC 20), waves of fatigue

3/day—blade barrier (DC 23), earthquake (DC 25), heal, mass charm monster (DC 25), permanency, resurrection, waves of exhaustion

1/day—greater restoration, power word blind, power word kill, power word stun, prismatic spray (DC 24), wish

Spells Prepared (CL 20th)

9th—etherealness, mass heal, miracle, storm of vengeance (DC 27)

8th—fire storm (DC 26), holy aura(2) (DC 26), mass cure critical wounds (2)

7th—destruction (DC 25), dictum (DC 25), ethereal jaunt, holy word (DC 25), regenerate

6th—banishment (DC 24), heroes' feast, mass cure moderate wounds, undeath to death (DC 24), word of recall

5th—break enchantment, breath of life, dispel evil (DC 23), plane shift (DC 23), righteous might, symbol of sleep (DC 23)

4th—cure critical wounds (3), death ward, dismissal (DC 22), neutralize poison (2) (DC 22)

3rd—cure serious wounds, daylight, invisibility purge, magic circle against evil, prayer, protection from energy, wind wall

2nd—align weapon, bear's endurance, bull's strength, consecrate, cure moderate wounds (2), eagle's splendor

1st—bless, cure light wounds (3), divine favor, entropic shield, shield of faith

0 (at will)—detect magic, purify food and drink, stabilize, virtue
Strength 28, Dexterity 20, Constitution 30, Intelligence 23, Wisdom 27, Charisma 25
Base Atk +22; CMB +32; CMD 47
Feats Cleave, Deadly Aim, Dodge, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack, Toughness
Skills Craft (any one) +31, Diplomacy +32, Fly +32, Knowledge (history) +31, Knowledge (nature) +31, Knowledge (planes) +31, Knowledge (religion) +31, Perception +33, Sense Motive +33, Spellcraft +31, Stealth +21, Survival +31
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (alter self)
Slaying Arrow (Su)

A solar's bow needs no ammunition, and automatically creates a slaying arrow of the solar's choice when drawn.


Solars can cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities.
Environment any good-aligned plane
Organization solitary or pair
Treasure double (+5 full plate, +5 dancing greatsword, +5 composite longbow [+9 Strength bonus])


Characters with ranks in Knowledge (planes) can learn more about solars. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (Planes)
DC Result
15 Though uncertain exactly what this creature is, you can tell it is not native to this world. (This result reveals all outsider traits.)
33 This creature is a solar, cohort of the gods and the most powerful of angels. (This result reveals all angel traits.)
38 Solars are champions in melee, wielding their massive enchanted greatswords, but even more fearsome than these weapons are their magical composite longbows that create any sort of slaying arrow when drawn. Their natural weapons and any weapons wielded are good aligned and they are only vulnerable to epic, evil weapons, though damage from other sources will regenerate.
43 As well as a large range of spell-like abilities, solars can also call upon the divine spells of the deities they serve, much in the same way as a very powerful cleric, and they are highly resilient to magical attacks. Some of their spell-like abilities which help them see through illusions and discern falsehoods and other dangers are always active.

Monster Lore from WOTC Community Forums - Monsters and Races - Monster Lore Compendium. Copyright 2007-2008, Author: Evandar_TAybara

Solars are the greatest type of angel, usually serving at the right hand of a deity or championing a cause that benefits an entire world or plane. A typical solar looks roughly human, though some physically resemble other humanoid races and a rare few have even more unusual forms. A solar stands about 9 feet tall and weighs about 500 pounds, with a strong, commanding voice that is impossible to ignore. Most have silvery or golden skin.

Blessed with an array of magical powers and the spellcasting abilities of the most powerful clerics, solars are powerful opponents capable of single-handedly slaying mighty evils. They are the greatest trackers among the celestials, the most masterful of which are said to be able to track the days-old wake of a pit fiend flying through the Astral Plane. Some take on the mantle of monster-slayers and hunt powerful fiends and undead such as devourers, night hags, night shades, and pit fiends, even making forays into the evil planes and the Negative Energy Plane to destroy these creatures at their source before they can bring harm to mortals. A few very old solars have succeeded at this task and bear slayer-names of dread creatures that are now extinct by the solar's hand.

Solars accept roles as guardians, usually of fundamental supernatural concepts, or objects or creatures of great importance. On one world, a group of solars patrols the energy conduits of the sun, alert for any attempts by evil races such as drow to snuff out the light and bring eternal darkness. On another, seven solars stand watch over seven mystical chains keeping evil gods bound within a prison demiplane. On yet another, a solar with a flaming sword stands watch over the original mortal paradise so that no creature may enter.

In worlds where the gods cannot take physical form, they send solars to be their prophets and gurus (often pretending to be mortals), laying the foundation for cults that grow to become great religions. Likewise, in worlds oppressed by evil, solars are the secret priests who bring hope to the downtrodden, or in some cases allow themselves to be martyred so that their holy essence can explode outward to land and grow in the hearts of great heroes-to-be.

Though they are not gods, the solars' power approaches that of demigods, and they often have an advisory role for younger or weaker deities. In some polytheistic faiths, mortals worship one or more solars as aspects or near-equal servants of the true deities—never without the deity's approval—or consider notable solars to be offspring, consorts, lovers, or spouses of true deities (which they may be, depending on the deity).

Unlike other angels, most solars are created from an amalgam of good souls and raw divine energy to directly serve the gods, but an increasing number of these powerful angels have been “promoted” to their existence as solars from lesser creatures like planetars or devas. A few rare and powerful good souls ascend directly to the status of solar. The oldest solars predate mortality and are among the gods' first creations. These strange solars are paragons of their kind and have little direct interaction with mortals, focusing on the protection or destruction of abstract concepts such as gravity, dark matter, entropy, and primordial evil.

Solars who spend a long time in the Material Plane, especially those in the guise of mortals, are sometimes the source of half-celestial or aasimar bloodlines in mortal families, due either to romantic dalliances or simply the mortals' proximity to celestial energy. Actual offspring are rare, and when they occur, it is always a mortal mother that bears the child—while solars can appear as either sex, the gods have not granted them the capacity for pregnancy or motherhood. Indeed, this fundamental truth is often what drives a solar to seek out a mortal lover. Since begetting a child upon a mortal is generally frowned upon by other solars, a solar father rarely interacts directly with the fate of his lover or child, so as to avoid bringing shame upon himself or his responsibilities. Yet such solars still watch over their progeny from afar, and in times of peril, they might even be moved to intercede to aid one of their endangered children, albiet in subtle and mysterious ways.

All angels respect the power and wisdom of solars, and though these mightiest of angels usually work alone, they sometimes command multiple armies led by planetars, acting as great field marshals for massive incursions against the legions of Hell or the hordes of the Abyss.


To Main Bestiary

The Worlds of Mankind is owned and created by Mark John Goodwin

The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at