Arachu
2009-02-19, 03:33 AM
Let me open by pointing out that this is... Well, the very nature of this homebrew is controversial at best. I mean, an evil angel? But trust me, these dudes are bad. ass. Enjoy.
P.S. I may have left a few spells as good ones. Feel free to correct me. Anywho-
Corrupted Solar Angel
Large Outsider (Angel, Extraplanar, Evil)
Hit Dice: 22d8+110 (209 hp)
Initiative: +9
Speed: 50 ft. (10 squares), fly 150 ft. (good)
Armor Class: 35 (–1 size, +5 Dex, +21 natural), touch 14, flat-footed 30
Base Attack/Grapple: +22/+35
Attack: +5 vicious glaive +35 melee (3d6+18/19–20) or +2 composite longbow (+5 Str bonus) +28 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13)
Full Attack: +5 vicious glaive +35/+30/+25/+20 melee (3d6+18/19–20) or +2 composite longbow (+5 Str bonus) +28/+23/+18/+13 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Damage reduction 15/epic and good, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues, Smite Good,
Saves: Fort +18 (+22 against poison), Ref +18, Will +20
Abilities: Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25
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)
Feats: Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track
Environment: Any lawful evil-aligned plane
Organization: Solitary or pair
Challenge Rating: 23
Treasure: No coins; double goods; standard items
Alignment: Always evil (any)
Advancement: 23–33 HD (Large); 34–66 HD (Huge)
Level Adjustment: —
A solar has a deep and commanding voice, and stands about 9 feet tall. It weighs about 500 pounds.
Combat
Corrupted solar angels are the ultimate in traitors: beings of pure good and righteousness turned vile, destructive fiends held in check only by their new god Erythnul.
Even more fearsome than their +5 vicious glaives are their +2 composite longbows that create any sort of slaying arrow when drawn.
A corrupt solar’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and epic for the purpose of overcoming damage reduction.
Regeneration (Ex): A corrupt solar takes normal damage from epic good-aligned weapons, and from spells or effects with the good descriptor.
Spell-Like Abilities: At will—fear, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, unholy blight (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration (DC 19), polymorph (self only) power word stun, bestow curse (DC 20), contagion (DC 20), cause 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), harm (DC 23), mass hold monster (DC 25), permanency, destruction, waves of exhaustion; 1/day—greater restoration (DC 24), power word blind, power word kill, power word stun, prismatic spray (DC 24), soul bind. Caster level 20th. The save DCs are Charisma-based.
The following abilities are always active on a solar’s person, as the spells (caster level 20th): detect good, detect snares and pits, discern lies (DC 21), see invisibility, true seeing. They can be dispelled, but the solar can reactivate them as a free action.
Spells: Corrupt solars can cast divine spells as 20th-level clerics. A corrupt solar has access to two of the following domains: Air, Destruction, Evil, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/8/8/8/7/7/6/6/5/5; save DC 17 + spell level): 0—create water, detect magic, guidance (2), resistance (2); 1st—bane (2), cause fear, divine favor (2), entropic shield, obscuring mist*, shield of faith; 2nd—align weapon, bear’s endurance (2), bull’s strength (2), desecrate, eagle’s splendor, spiritual weapon*; 3rd—daylight, invisibility purge, magic circle against good, magic vestment*, Contagion (2), protection from energy, wind wall; 4th—death ward (2), dismissal (2), divine power*, poison (2); 5th—break enchantment, control winds*, dispel good, plane shift, slay living (2), symbol of pain; 6th—banishment, chain lightning*, heroes’ feast, mass cure moderate wounds, undeath to death, word of recall; 7th—control weather*, destruction, dictum, ethereal jaunt, holy word, regenerate; 8th—fire storm, holy aura, mass cure critical wounds (2), whirlwind*; 9th— etherealness, elemental swarm (air)*, mass heal, miracle, storm of vengeance.
*Domain spell. Domains: Air and War.
Smite Good (Su): Once per day corrupt solar angels can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.
P.S. I may have left a few spells as good ones. Feel free to correct me. Anywho-
Corrupted Solar Angel
Large Outsider (Angel, Extraplanar, Evil)
Hit Dice: 22d8+110 (209 hp)
Initiative: +9
Speed: 50 ft. (10 squares), fly 150 ft. (good)
Armor Class: 35 (–1 size, +5 Dex, +21 natural), touch 14, flat-footed 30
Base Attack/Grapple: +22/+35
Attack: +5 vicious glaive +35 melee (3d6+18/19–20) or +2 composite longbow (+5 Str bonus) +28 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13)
Full Attack: +5 vicious glaive +35/+30/+25/+20 melee (3d6+18/19–20) or +2 composite longbow (+5 Str bonus) +28/+23/+18/+13 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Damage reduction 15/epic and good, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues, Smite Good,
Saves: Fort +18 (+22 against poison), Ref +18, Will +20
Abilities: Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25
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)
Feats: Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track
Environment: Any lawful evil-aligned plane
Organization: Solitary or pair
Challenge Rating: 23
Treasure: No coins; double goods; standard items
Alignment: Always evil (any)
Advancement: 23–33 HD (Large); 34–66 HD (Huge)
Level Adjustment: —
A solar has a deep and commanding voice, and stands about 9 feet tall. It weighs about 500 pounds.
Combat
Corrupted solar angels are the ultimate in traitors: beings of pure good and righteousness turned vile, destructive fiends held in check only by their new god Erythnul.
Even more fearsome than their +5 vicious glaives are their +2 composite longbows that create any sort of slaying arrow when drawn.
A corrupt solar’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and epic for the purpose of overcoming damage reduction.
Regeneration (Ex): A corrupt solar takes normal damage from epic good-aligned weapons, and from spells or effects with the good descriptor.
Spell-Like Abilities: At will—fear, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, unholy blight (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration (DC 19), polymorph (self only) power word stun, bestow curse (DC 20), contagion (DC 20), cause 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), harm (DC 23), mass hold monster (DC 25), permanency, destruction, waves of exhaustion; 1/day—greater restoration (DC 24), power word blind, power word kill, power word stun, prismatic spray (DC 24), soul bind. Caster level 20th. The save DCs are Charisma-based.
The following abilities are always active on a solar’s person, as the spells (caster level 20th): detect good, detect snares and pits, discern lies (DC 21), see invisibility, true seeing. They can be dispelled, but the solar can reactivate them as a free action.
Spells: Corrupt solars can cast divine spells as 20th-level clerics. A corrupt solar has access to two of the following domains: Air, Destruction, Evil, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/8/8/8/7/7/6/6/5/5; save DC 17 + spell level): 0—create water, detect magic, guidance (2), resistance (2); 1st—bane (2), cause fear, divine favor (2), entropic shield, obscuring mist*, shield of faith; 2nd—align weapon, bear’s endurance (2), bull’s strength (2), desecrate, eagle’s splendor, spiritual weapon*; 3rd—daylight, invisibility purge, magic circle against good, magic vestment*, Contagion (2), protection from energy, wind wall; 4th—death ward (2), dismissal (2), divine power*, poison (2); 5th—break enchantment, control winds*, dispel good, plane shift, slay living (2), symbol of pain; 6th—banishment, chain lightning*, heroes’ feast, mass cure moderate wounds, undeath to death, word of recall; 7th—control weather*, destruction, dictum, ethereal jaunt, holy word, regenerate; 8th—fire storm, holy aura, mass cure critical wounds (2), whirlwind*; 9th— etherealness, elemental swarm (air)*, mass heal, miracle, storm of vengeance.
*Domain spell. Domains: Air and War.
Smite Good (Su): Once per day corrupt solar angels can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.