Planescape Monstrous compendium appendix i


Aasimon – Solar

Size / Type

Large Outsider (Good)

Hit Dice

22d8+110 (209)

Initiative

+9 (+5 Dex, +4 Feat)

Speed

45ft., fly 120ft. (good)

Armor Class

30 (+5 Dex, -1 Size, +16 Natural)

Attacks

+5 Dancing vorpal huge greatsword +35/+30/+25/+20/+15; or +2 mighty composite longbow (+5) with +3 slaying arrows +31/+26/+21/+16/+11

Damage

+5 Dancing vorpal huge greatsword 2d8+18; or +2 mighty composite longbow (+5) with +3 slaying arrows 1d8+10 and slaying

Face / Reach

5ft by 5ft / 10ft

Sp. Attacks

Spells, spell-like abilities, summon servants, slaying

Sp. Qualities

DR 15/ [+5 or (+3 and evil)], SR28, improved uncanny dodge, immunities, protective aura, regeneration 7, aasimon, outsider.

Saves

Fort +18

Ref +18

Will +20

Abilities

Str 28

Dex 20

Con 20

Int 23

Wis 25

Cha 24

Skills

Concentration +16, Escape Artist +30, Hide +26, Knowledge or Craft (any 5) +28, Listen +32, Move Silently +30, Search +30, Sense Motive +32, Spellcraft +19, Spot +32

Feats

Improved Initiative, Dodge, Mobility, Power Attack, Cleave, Great Cleave

 

Climate

Upper Planes

Organization

Solitary or pair

Rating (CR)

19

Treasure

Incidental

Alignment

Always Good (any)

Advancement

23-33 HD (Large), 34-66 (Huge)

 

 

· Spells (Sp): A solar has spells as a 15th level priest with access to Air, Destruction, Good, War, and the Law or Chaos domain if applicable.

· Spell-like Abilities (Sp): At will – any detect spell, Animate Object (3/day), Antipathy/Sympathy (3/day), Astral Projection (1/day), Commune, Confusion (3/day), Control Weather, Creeping Doom (1/day), Dispel Evil, Dispel Magic, Drawmij’s Instant Summons, Earthquake (3/day), Finger of Death (1/day), Fire Storm (1/day), Heal, Holy Word (3/day), Imprisonment (1/day), Greater Invisibility, Darkvision (240ft, always active), Mass Charm (3/day), Permanency (3/day), Polymorph any Object or Polymorph Self (1/day), Power Word (any, 1/day), Prismatic Spray (1/day), Restoration (1/day), Resurrection (3/day), Shapechange (3/day), Symbol (any, 3/day), Vanish (3/day), Vision (1/day), Wind Walk (7/day), and Wish (1/day).

· Summon Servants (Su): Up to three times per day with a 75% chance of success, any solar can summon 1d2 servants. Lawful solar summon ki-rins; neutral solar summon phoenixes; and chaotic solar, greater titans.

· Slaying (Su): Solar can look into the eyes of any mortal and instantly know their true name, past deeds, and background history. Using that ability, the solar can empower his arrows with a powerful slaying enchantment. Anyone hit by a solar's arrow must succeed at a Fortitude save (DC28) or die. Immortal outsiders must succeed at the same save or be banished back to their home plane for a number of years equal to the solar's HD.

· Immunities (Ex): Immune to energy level loss, mind affecting spells, death magic, imprisonment and soul-trapping effects, electricity, cold, acid, magic missile, and petrification.

· Protective Aura (Su): Each solar can cast a Magic Circle against Evil spell with a 70-foot radius at will. This sphere also serves as a Protection from Arrows and a Minor Globe of Invulnerability if the solar wishes.

· Aasimon Qualities:

 

· Telepathy: They can speak with any intelligent creatures.

· Resistances: Electricity, cold, and acid resistance 20

· Immunities: Gas & Poison.

· Spell-like Abilities: At will - Aid, Astral Projection, Augury, Change Self, Comprehend Languages, Detect Evil, Detect Good, Detect Magic, Know Alignment, Read Magic, and Teleport without Error. 3/day - Cure Serious Wounds. These abilities are as the spells cast by a priest of the same level as HD has the aasimon (save DC 14 + spell level).

 Aasimon Detect Evil ability works greatly enhanced than the normal spell. When used, they instantly know all sources of evil, their number, direction, strength, and general nature. Also, when an aasimon gazes directly into the eyes of an evil creature it learns its name, nature, and background. This power always functions automatically.

· Celestial Reverence: If the aasimon wishes it, when in his unaltered normal form, he can emit a blinding ray of light that attracts the attention of all mortals in sight of it. Anyone viewing this spectacle must succeed a will save (DC 14+aasimon half HD) or be affected in some way. Good spectators are filled with awe and a strong protective love for the aasimon. Those of evil alignment feel the grip of fear in their hearts and are unable to attack the aasimon. Evil creatures of less than 8HD that fails their save flee the area immediately, because the fear overcomes its senses.

 

· Outsider: Darkvision 60 feet. Can’t be raised or resurrected.

 

 



    Melroch Eitheldor @ 2003 - 2004

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