Solar's CR


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Lets see:

22 hit dice
AC 35
5 attacks which kill on a crit
reach
DR 35/+4
SR 32
Regen 15
Imprisonment at will
fire resistance 20
electricity, cold, acid, and petrification immunity

and to top it off: spells as a level 20 cleric

[sarcasm] Yeah. 19 sounds about right [/sarcasm]

--Bored Spikey
 


If you're fighting a solar, you're probably evil. Good luck gating in solars... they'll use those slaying arrows on you.

About the only disadvantage of the solar is that it has low treasure. (Yes, it has a serious kick-butt weapon, but it isn't decked out with Scrolls, Rings of Protection, Cloaks of Resistance, etc - then again, the only item it would really want is the Ring, and maybe some single-use items).

PCs can boost their ACs to be higher than the Solars, without using Polymorph spells.

On the other hand, the solar actually has decent mental stats, giving it's magical abilties good save DCs. Perhaps not as high as a 19th-level cleric's, and the lack of magic-based feats doesn't help, but it can cast spells while it's sword carves you to bits.

(And it has 4 attacks. There's a typo in the MM.)
 


(Psi)SeveredHead said:
If you're fighting a solar, you're probably evil. Good luck gating in solars... they'll use those slaying arrows on you.

How do you figure? A gated creature is controlled as long as its hit dice isn't too high and it isn't a unique being. Solars are neither of those, therefore they are forced to fight for you.

About the only disadvantage of the solar is that it has low treasure. (Yes, it has a serious kick-butt weapon, but it isn't decked out with Scrolls, Rings of Protection, Cloaks of Resistance, etc - then again, the only item it would really want is the Ring, and maybe some single-use items).

Huh? It has double goods, and standard items. It can be decked out with scrolls, rings, cloaks, etc. if it wants to be.

PCs can boost their ACs to be higher than the Solars, without using Polymorph spells.

And Solars can boost their ACs as well.

On the other hand, the solar actually has decent mental stats, giving it's magical abilties good save DCs. Perhaps not as high as a 19th-level cleric's, and the lack of magic-based feats doesn't help, but it can cast spells while it's sword carves you to bits.

Save DCs don't matter when you have Imprisonment at will. They can touch each party member to trap them, then release them once per day to fight them one on one. :)

(And it has 4 attacks. There's a typo in the MM.)

Haven't seen erratta for that, but it makes sense. 4 attacks per round with a dancing Vorpal sword is still nothing to scoff at. :)
 

James McMurray said:
Haven't seen erratta for that, but it makes sense. 4 attacks per round with a dancing Vorpal sword is still nothing to scoff at. :)

It hasn't been errataed, but is apparently an error. The ELH clarified that iterative attacks off BAB aren't supposed to go above 4 in a round. The mountain giant in MMII has the same BAB (+22) as a Solar, but gets four attacks a round.
 

There's a big difference between a typo and a rule change retroactively applied.

According to the core rules, they have 5 attacks.

--Solar Spikey
 

James McMurray said:
Of course, if you're 19th level fighting a Solar, you can always gate in Solar(s) of your own to fight.

Of course, casting spells as a 20th level cleric the Solar can always gate in Solar(s) of its own to fight...
 

James McMurray said:
Huh? It has double goods, and standard items. It can be decked out with scrolls, rings, cloaks, etc. if it wants to be.

Yes, but standard items is still a lot less gear than an NPC of a comparable level. So under that basis of comparison (which is useful when we're talking about CR) it is "low."
 
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