Angel, SolarCR 23

Always good (any) Large Outsider (Angel, Extraplanar, Good)

Init +9; Senses darkvision 60 ft., low-light vision; Listen +32, Spot +32

Languages Celestal, Infernal, Draconic; tongues

AC 35, touch 14, flat-footed 30; protective aura, Dodge, Mobility
(−1 size, +5 Dex, +21 natural)

hp 209 (22 HD); DR 15/epic and evil; regeneration 15

Immune acid, cold, petrification

Resist electricity 10, fire 10; SR 32

Fort +18 (+22 against poison), Ref +18, Will +20

Speed 50 ft., fly 150 ft. (good)

Melee +5 dancing greatsword +35/+30/+25/+20 (3d6+18/19-20); or

Melee Slam +30 (2d8+13)

Ranged +2 composite longbow (+5 Str bonus) +28/+23/+18/+13 (2d6+7/x3 plus slaying)

Space 10 ft.; Reach 10 ft.

Base Atk +22; Grp +35

Atk Options Cleave, Great Cleave, Improved Sunder, Power Attack

Special Actions change shape

Spell-like Abilities (CL 20):

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

The save DCs are Charisma-based

Typical Cleric Spells Prepared (CL 20):

0—create water, detect magic, guidance (2), resistance (2)

1—bless (2), cause fear, divine favor (2), entropic shield, obscuring mist*, shield of faith

2—align weapon, bear's endurance (2), bull's strength (2), consecrate, eagle's splendor, spiritual weapon*

3—daylight, invisibility purge, magic circle against evil, magic vestment*, prayer (2), protection from energy, wind wall

4—death ward (2), dismissal (2), divine power*, neutralize poison (2)

5—break enchantment, control winds*, dispel evil, plane shift, righteous might (2), symbol of pain

6—banishment, chain lightning*, heroes' feast, mass cure moderate wounds, undeath to death, word of recall

7—control weather*, destruction, dictum, ethereal jaunt, holy word, regenerate

8—fire storm, holy aura, mass cure critical wounds (2), whirlwind*

9—etherealness, elemental swarm (air)*, mass heal, miracle, storm of vengeance

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)

Advancement 23-33 HD (Large); 34-66 HD (Huge)

Regeneration (Ex) A solar takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.

Change Shape (Su) A solar can assume the form of any Small or Medium humanoid.