Sol Knight

December 11th, 2017

Joshua Zaback

Exotic Encounters Archive

It’s Artifact Week, a week celebrating these wondrous relics offering nearly unlimited powers going far beyond the scope of the normal and mundane to those that wield them. It should be only natural, then, that a very powerful monster would be needed to keep these magnificent items safe. Enter the sol knight, a powerful construct that lives to guard one or more exceedingly powerful items, and to ensure that they do not fall into the wrong hands.


Sol Knight

A towering suit of steel resembling a humanoid knight in shining armor, this body is visibly animated by a burning white fire that pervades the gaps in the armor plating. A yawning portal in the center of what would be the breastplate reveals a great swirling mass of this brilliant silver and gold fire.

SOL KNIGHT                  CR 24
XP 1,228,800
N Colossal construct  
Init +6; Senses darkvision 60 ft., low-light vision, true seeing; Perception +36


AC 42, touch 5, flat-footed 39 (+2 Dex, +1 dodge, +37 natural, –8 size)
hp 475 (30d10+310)
Fort +10, Ref +12, Will +10
Defensive Abilities artifact body, exceptional construction; Immune cold, construct traits, fire
DR 15/epic; SR 35


Speed 60 ft., fly 60 ft. (good)
Melee 2 slams +43 (4d6+20/19-20 plus dispelling slam)
Ranged 2 antimagic rays +24 touch (5d10 plus antimagic rays)
Space 30 ft.; Reach 30 ft.   
Special Attacks antimagic rays, destroy object, dispelling slam, great knight
Spell-Like Abilities (CL 20th; concentration +25)
Constant—fly, true seeing
At Will—make whole, secret chest, wall of iron (DC 21)
3/day—quickened wall of iron (DC 21)


Str 50, Dex 14, Con —, Int 10, Wis 10, Cha 20
Base Atk +30; CMB +58 (+62 sunder); CMD 70 (72 vs. sunder)
Feats Combat Reflexes, Dodge, Great Cleave, Greater Sunder, Improved Critical (slam), Improved Initiative, Improved Sunder, Intimidating Prowess, Mobility, Power Attack, Quicken Spell-Like Ability, Skill Focus (Intimidate, Perception), Toughness, Weapon Focus (slam)
Skills Fly +6 Intimidate +61, Perception +36
Languages Common
SQ immense strength


Terrain any
Organization solitary
Treasure triple (usually includes 1 minor or major artifact)


Antimagic Rays (Su) A sol knight can fire a pair of rays of brilliant antimagical energy from its core. the rays are ranged touch attacks that deal 5d10 points of damage which ignores all forms of energy resistance and damage reduction. A character struck by one of these rays is surrounded by an antimagic aura for 1 round. This functions as an antimagic field except that the field only extends to the target.

Artifact Body (Ex) A sol knight is itself an artifact of incredible power and resists basic means of destruction. The sol knight is not destroyed upon reaching 0 hit points; instead, it becomes inactive for 1 minute, after which it instantly regains all of its lost hit points. In order to truly destroy a sol knight, it must be disabled and its fiery core must be doused in both holy and unholy water. 

Destroy Item (Su) As a standard action, a sol knight can touch a magic item in order to destroy it. If the item is worn or carried, the sol knight must succeed on a touch attack against the wielder or wearer of the item. If successful, the item must succeed on a DC 25 Fortitude save or be destroyed. Even on a successful save, the item still suffers 5d6 points of damage. Artifacts affected by this ability have a 20% chance of being destroyed. The saving throw DC is Constitution-based.

Dispelling Slam (Su) A sol knight’s slam attacks can dispel magical effects on those they strike. Whenever the sol knight hits with its slam attack, the target is affected as with the targeted version of a greater dispel magic spell, with a caster level of 20.

Exceptional Construction (Ex) A sol knight is exceptionally well put together, granting it an additional 200 hit points.

Great Knight (Ex) A sol knight can make both melee and ranged attacks when it takes a full-attack action.

Immense Strength (Ex) A sol knight’s treats all Strength checks as though it had rolled a 20 on the dice, typically giving it a result of 40. 



Sol knights are powerful constructions fueled by solar energy harvested directly from a young star. The original creators of these artificial wonders have long been a mystery, even to the sol knights themselves, but they seem to have come from a hidden world far away. Though free-willed and capable of independent thought and variable personalities, these immensely powerful creatures are incredibly and instinctually driven to protect a single specific treasure, which they will guard with their lives, using all their skills. The treasure each of these creatures was made for varies, but usually takes the form of a powerful and dangerous artifact that could cause disaster if it fell into the wrong hands. Each sol knight will do anything it can to ensure that the treasure it guards holds no danger for the rest of the world, even hunting down would-be thieves and annihilating them. While many seem to guard especially potent and valuable goods, other look after treasures that are far more mundane or even apparently worthless. Despite the discrepancy in value, each sol knight is equally dedicated to the protection of its designated treasures. A sol knight whose treasure is stolen will stop at nothing to recover it.