The mightiest of the celestials, a solar is a metallic-skinned giant of heaven with a dancing vorpal sword, a bow that slays with every hit, and power rivaling a god's.
Solars are the greatest celestial stewards: large, superbly muscled humans with white wings, brilliant topaz eyes, and skin and hair of a metallic sheen. Their deep voice cannot be ignored, and their Charisma is 24.
A solar attacks four times per round with a sword only it can wield, a sword +5 (2d20) with the full powers of both a vorpal sword and a sword of dancing. It also carries a huge composite bow whose magic quiver produces any arrow of slaying it wants; each shot is +2 to hit and kills whatever it strikes.
It is never surprised. Nonmagical weapons and weapons of +4 or less do not harm it, nor does energy drain from magic or undead, and hold, charm, domination, confusion, feeblemind, death spell, imprisonment and trap the soul all fail against it. Cold, electricity, magic missile, petrification, poison, gas and acid cannot hurt it. It regenerates 7 hit points per round. Away from its home plane only its body can be destroyed, and its spirit needs seven decades to reform.
At will a solar can raise a 70-foot protection from evil that can double, if it likes, as a minor globe of invulnerability and as protection from normal missiles, and it can use any detect spell. By laying on hands it can let a creature endure any environment for as long as 100 years. Three times a day it may summon helpers, with a 75% chance each time: 1 to 2 ki-rin if lawful good, 1 to 2 phoenixes if neutral good, 1 to 2 greater titans if chaotic good.
It casts priest spells at 15th level and enjoys major access to every sphere. Its spell-like powers beyond the celestial set: seven times a day, wind walk; three times a day, animate object, antipathy/sympathy, confusion, earthquake, holy word, mass charm, permanency, resurrection, shape change, symbol (any) and vanish; once a day, astral spell, creeping doom, finger of death, fire storm, imprisonment, polymorph any object or self, power word (any), prismatic spray, restoration, vision and wish; and also commune, control weather, dispel evil, dispel magic, instant summons, heal and improved invisibility, with 240-foot infravision always active.
No servants of the good gods of the upper planes are more powerful than the solars.
A solar is strong enough to be a deity in its own right, yet chooses service over worship.
More: Monsters starting with S · Planescape monsters · All monsters A-Z
Related: Celestial Overview · Deva [Celestial] · Light Celestial · Planetar [Celestial] · Vanguard Celestial
| Climate/Terrain | Upper Planes |
|---|---|
| Frequency | Very rare |
| Organization | Solitary |
| Activity Cycle | Any |
| Diet | Omnivore |
| Intelligence | Supra-genius (19-20) |
| Treasure | Nil |
| Alignment | Any good |
| No. Appearing | 1 |
| Armor Class | -10 |
| Movement | 18, Fl 48 (B) |
| Hit Dice | 22 (177 hp) |
| THAC0 | 5 (+5 weapon bonus) |
| No. of Attacks | 4 |
| Damage/Attack | 2d20+16 |
| Special Attacks | Vorpal severing, arrows of slaying |
| Special Defenses | See below |
| Magic Resistance | 85% |
| Size | L (9' tall) |
| Morale | Fearless (19-20) |
| XP Value | 32,000 |