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PC Gen

Angel, Solar

RL 22

Environment: Good-aligned planes | Type: Outsiders

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Angel, Solar

πŸ“œ Full Creature / NPC Stat Block(s)

Rules of Legend d20 Format
Average (Solar): CL 24; XP 6600; L Outsider (Celestial); RL 22; HP 350, SP 152, PP 112; Init +13; Spd 11 (Climb ×4 MP) (Swim ×4 MP), Fly 24; DeCa/p 43/31 (crit +41), Fort 46, Ref 43, Will 46; DR 21, MR 22, Acid imm, Cold imm, Elec res 10, Fire res 10; AP 32; Atk +5 Greatsword of Dancing Sz 2, AP 10, Rch 0-2, +17 (2d10+21 S+2); Atk Arm Sz -2, AP 6, Rch 0-2, +14 (2d8+15 B HP); Grp AP 9, Rch 0-2, +7/+16; AreaAtt +11; BodyAtt +11; MindAtt +11; Spc 2x2 sq; SS Blindsense Minor, LL vision x2, Darkvision 12, Blind-fight; SA 2H/charge AP damage bonus Γ—2, Fast reflexes Greater, +4 reactions/r, Impr trip / Req: Weapon==WpNat, Impr disarm / Req: Weapon==WpNat, Impr sunder / Req: Weapon==WpNat, Cleave lesser / Req: Weapon==WpHvB, Impr sunder / Req: Weapon==WpHvB, Cleave greater / Req: Weapon==WpHvB, Manyshot (2) / Req: Weapon==WpBow, Manyshot (3) / Req: Weapon==WpBow, Manyshot (4) / Req: Weapon==WpBow, Manyshot (5) / Req: Weapon==WpBow, Shape areas / Req: Weapon==WpAre, Impr grapple, Impr bull rush, Impr overrun, +1 on attacks / T: Allies within 12 sq, Pushing crit / Req: Weapon==WpNat, Greater bull rush, Greater overrun, Bleeding crit (2d6 ongoing HP) / Req: Weapon==WpHvB, Bleeding crit (d6 ongoing HP) / Req: Weapon==WpBow, Impr sunder, Pushing crit; SD Charm res +8, Fear imm, Petrification imm, Poison res +4, Trap res +7, Dodge Major, Evasion Greater, Regen greater +15, +15 DR / Req: non-evil, +4 DeC / T: all within 4 sq / Req: vsEvil, +4 F/R/W / T: all within 4 sq / Req: vsEvil, +4 MR / T: all within 4 sq / Req: vsEvil, Fear res 3 / T: Allies within 12 sq, Charm res 3 / T: Allies within 12 sq, Fear res 4 / T: allies within 4 sq, Charm res 4 / T: allies within 4 sq; SM Stealthy Greater; SQ Aid +2, Aura 23, Circle magic Greater, Speak w any, +3 skill init / T: Allies within 12 sq, Telepathy 2-way 12sq / Req: Good Outsiders, Combat reflexes; AL Always G; Str 28, Con 20, Dex 20, Int 22, Wis 24, Cha 24.
Skills: Acrobatics 11, Athletics 11, Crafting 11, Healing 23, Knowledge 23, Perception 23, Psychology 23, Stealth 23, Weapons - Natural 23, Weapons - Brawling 11, Weapons - Generic 23, Weapons - Heavy Blades 23, Weapons - Bows 23, Weapons - Area Attacks 23, Weapons - Body & Mind Attacks 23, Combat Instincts 23, Danger Sense 23, Warfare 11, Divine - Blessing 23, Divine - Charm 11, Divine - Elements 11, Divine - Insight 23, Divine - Life 23, Divine - Protection 23, Divine - Retribution 23, Divine - Summoning 11, Cleric Affinity - Good Domain 11, Divine Smiting 23, Spellcraft 11, Fighting Style - Power Attack 23.
Possessions: +5 Greatsword of Dancing; EC 2, EP 0.

Base Species Characteristics

Size Class 1

Racial Ability Adjustments

STR
+18
CON
+10
DEX
+10
INT
+12
WIS
+14
CHA
+14

Natural Attacks

2 Arm { AttMod=StrMod; Dmg=2d8+StrMod B HP; } 2 Leg { } Head { }

Racial Traits & Special Abilities

Sns { Qual=Darkvision; Value=12; } Sns { Qual=LowLightVision; Value=2; } HeaMod { Qual=Regenerate; Value=15; } DefMod { Qual=DR; Value=+15; Req=non-evil; } DefMod { Qual=AcidRes; Value=+999; } DefMod { Qual=ColdRes; Value=+999; } DefMod { Qual=ElectricRes; Value=+10; } DefMod { Qual=FireRes; Value=+10; } Defense { Qual=PoisonRes; Value=+4; } Defense { Qual=PetrificationRes; Value=+999; } DefMod { Qual=DeC; Type=deflection; Value=+4; Target=all within 4 sq; Req=vsEvil; } DefMod { Qual=NDD; Type=resistance; Value=+4; Target=all within 4 sq; Req=vsEvil; } DefMod { Qual=MR; Value=+4; Target=all within 4 sq; Req=vsEvil; } Comm { Qual=Speak; Value=any; } ActAcc { Qual=Change Shape; Effect=Grade II to S/M humanoid; } SpdType { Qual=Climb; Value=4; }

Organization:

Solitary or pair

Physical Appearance:

Winged, muscular humanoid.

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