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Sunlord

This platinum-skinned, four-armed humanoid glows with the power of the sun. Two of his hands hold flaming scimitars, while the other two wield a mighty longbow. Wings that look like those of hawk, but sculpted from silver, extend from his back. A comfortable warmth exudes from his metallic skin, and eleven white doves circle him like a living halo.

The Sunlord CR 15

XP 51,200
NG Large outsider (angel, extraplanar, good, herald, shapechanger)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +24; Aura protective aura (20 ft.)

DEFENSE

AC 29, touch 13, flat-footed 25 (+4 Dex, +16 natural, –1 size); +4 deflection vs. evil)
hp 187 (15d10+105); regeneration 10 (evil effects or weapons)
Fort +18, Ref +13, Will +13; +4 vs. poison, +4 resistance vs. evil
Defensive Abilities uncanny dodge; DR 10/evil; Immune acid, cold, fire, petrification; Resist electricity 10; SR 26

OFFENSE

Speed 50 ft., fly 100 ft. (good)
Melee +1 flaming holy scimitars +19/+19/+14/+14/+9/+9 (1d8+8/18–20 plus 1d6 fire plus stun)
Ranged +1 flaming holy composite longbow +19/+14/+9 (2d6+8/×3 plus 1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks stun
Spell-Like Abilities (CL 15th; concentration +21)

At willaid, continual flame, detect evil, discern lies (DC 20), dispel evil (DC 21), dispel magic, holy aura (DC 24), holy smite (DC 20), holy word (DC 23), invisibility (self only), plane shift (DC 21), remove curse, remove disease, remove fear
7/daycure light wounds, daylight, see invisibility
1/dayblade barrier (DC 22), fire shield, flame strike (DC 21), heal, sunburst (DC 24)

TACTICS

Before Combat The sunlord casts aid and see invisibility before a battle. If facing an evil outsider, he casts dispel evil. If he has allies, he casts aid on all of them and see invisibility on leaders, then casts holy aura on himself to further protect them. He only uses invisibility if he thinks his foe is too great to deal with in open combat, otherwise he prefers to charge into battle to inspire allies and witnesses.

During Combat He always tries to engage the most powerful opponent on the battlefield, especially if that opponent could easily defeat or kill his allies. If faced with a dangerous foe who cannot fly, he takes to the air and uses his bow and ranged abilities, closing to melee if others are threatened or to deliver a killing blow. If he has a free round or has to move to another foe, he renews his dispel evil. If he sees good allies are swarmed by weaker evil creatures, he casts holy smite. He uses blade barrier to shield vulnerable allies or divert enemies. The angel saves his heal spell for friendly leaders, though he is not averse to healing himself if he believes his own survival will do more good in the course of a battle.

Morale Immortal and renewed every day, he never surrenders and fights to the death if doing so can save others. If the battle has turned against his allies, he tries to rescue as many as he can with plane shift, transporting them to a safe place in his god’s realm, often making several such trips if there is time.

STATISTICS

Str 24, Dex 19, Con 24, Int 19, Wis 23, Cha 22
Base Atk +15; CMB +23; CMD 37
Feats Double Slice, Great Fortitude, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Two-Weapon Fighting, Weapon Focus (scimitar)
Skills Acrobatics +19, Diplomacy +24, Fly +6, Heal +21, Intimidate +24, Knowledge (history, planes, religion) +22, Perception +24, Sense Motive +24, Stealth +18
Languages Celestial, Common; truespeech
SQ divine trigger, change shape (Small or Medium humanoid or elemental, alter self or elemental body II)

SPECIAL ABILITIES

Divine Trigger (Su)

The Sunlord can activate any divine spell from a spell trigger item as if he were a 15th-level caster.

Protective Aura (Su)

In addition to the normal effects of an angel‘s protective aura, the Sunlord’s aura grants the benefits of the endure elements spell.

Stun (Su)

If the Sunlord strikes a creature twice in the same round with his scimitars (whether two strikes with one scimitar or one strike with each), that creature must succeed at a DC 24 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

ECOLOGY

Environment any
Organization unique
Treasure none

The sunlord is a divine liaison to the mortal world, the hosts of astral devas, and the ranks of superior angels. At 8 feet tall and 300 pounds, he is an impressive figure with a rich baritone voice, always speaking with clarity and precision. His metallic skin is as hard as steel to any that wish to do him harm, but as soft as velvet to anyone kind, merciful, and good. The goddess of the sun has tasked him with standing orders to guard her realm against fiendish—particularly infernal— incursions, keep watch for those who would free imprisoned dark gods, and defend against those who would tamper with the sun itself.

Ecology

The sunlord does not need to eat or sleep, though he has been spotted drifting high in the sky on hot summer days, absorbing the sun’s light. He can eat in the mortal fashion, but usually only does so when hospitality requires it, and limits himself to a small portion of bread and water or wine. In his true form he is a sexless masculine figure. When he takes humanoid form he prefers that of a middle-aged male. The doves that accompany him are usually white but sometimes have golden feathers at their wingtips; in his humanoid form these doves usually appear as fireflies in a lantern, though sometimes they remain nearby in bird form. The doves never attack, and while he is alive they instantly recover from any injury.

Habitat & Society

The angel is a dangerous force in battle, but prefers activities relating to the more peaceful aspects of his faith. In times of peace he wanders the world disguised as a humble priest, using his spell-like abilities to cure sickness and injuries. He dislikes lies and riddles, but enjoys long, truthful stories, especially if they illustrate a moral point. In communities struggling to harvest enough food, he uses daylight and continual flame to illuminate their fields and granaries to give them extra time. When confronting evildoers he likes to stun them, tie them up, and drag them to town for an appropriate punishment—and a chance to atone for their sins.

Some claim that he is reborn every day. Certainly he has died in battle and appeared unharmed at a later time, though there is insufficient evidence to answer whether he actually rises again at the dawn.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Inner Sea Gods © 2014, Paizo Publishing, LLC; Authors: Sean K Reynolds, with Amanda Hamon, James Jacobs, John Ling, Mark Moreland, David N. Ross, F. Wesley Schneider, Amber E. Scott, Tork Shaw, James L. Sutter, Jerome Virnich.