Chosen Petitioner

This radiant figure, an idealized reflection of its mortal self, exudes genuine warmth and an otherworldly charm.

Petitioners are the souls of mortals brought to the Outer Planes after death in order to experience their ultimate punishment, reward, or fate. A petitioner retains fragments of its memories from life, and its appearance depends not only upon the shape it held in life but also upon the nature of the Outer Plane to which it has come.

Elysium, a realm brimming with vibrancy and joy, is the refuge for The Chosen. These petitioners are gifted with idealized versions of their earthly forms. Immersed in the plane's boundless pleasures, their souls are slowly uplifted. As they bask in the delights of Elysium, the chosen may eventually ascend, metamorphosing into the radiant azatas.

CR 1 XP 400
Human petitioner (Chosen)
CG Medium outsider (extraplanar)
Init +0; Senses darkvision 60 ft., Perception +5
DEFENSE
AC
10, touch 10, flat-footed 10
hp 16 (2d10+5)
Fort +4, Ref +3, Will +0
Immune mind-affecting effects; Resist cold 10, fire 10
OFFENSE
Speed
30 ft.
Melee slam +2 (1d4)
STATISTICS
Str
11, Dex 10, Con 13, Int 10, Wis 11, Cha 12
Base Atk +2; CMB +2; CMD 12
Feats Toughness
Skills Craft (any two) +5, Knowledge (planes) +5, Perception +5, Sense Motive +5, Stealth +5
Languages Common
ECOLOGY
Environment
Elysium
Organization solitary, pair, group (3–12), or army (13 or more)
Treasure none
CREATING A CHOSEN PETITIONER
 

Lyrakien

This tiny woman has a lithe form with delicate butterfly wings. She is surrounded by sparkling lights and gentle rainbow arcs.

Lyrakien are divine musicians and messengers, mainly in the employ of deities of travel and natural wonders. They love to explore and visit beautiful places, especially locations with excellent views of rainbows, moonlight, and the stars. Whimsical and joyous, they love contests of song, dance, and knowledge, and keep journeys happy by distracting their companions from weary feet and stale food. Mortals who please them with excellent tales and new songs may be rewarded with elaborate maps, forgotten shortcuts, or rambling directions to hidden locations that hold lost magic. Lyrakien are light-hearted creatures, but they are very protective of breathtaking natural locations. Often called “glistenwings” by gnomes and half lings, lyrakien are frequently mistaken for fey—while they are generally friendly with true fey, their origin is the plane of Elysium. Like other azatas, they grow restless if they stay in one place too long. A chaotic good 7th-level spellcaster can gain a lyrakien as a familiar if she has the Improved Familiar feat.

CR 2 XP 600
CG
Tiny outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +9
DEFENSE
AC
16, touch 16, flat-footed 12 (+4 Dex, +2 size)
hp 19 (3d10+3)
Fort +2, Ref +7, Will +6
DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10
OFFENSE
Speed
30 ft., fly 80 ft. (perfect)
Melee slam +2 (1d2–3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks starlight blast
Spell-Like Abilities (CL 3rd; concentration +8)
Constant—detect evil, detect magic, freedom of movement
At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)
1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16)
1/week—commune (6 questions, CL 12th)
STATISTICS
Str
5, Dex 19, Con 12, Int 14, Wis 17, Cha 20
Base Atk +3; CMB +5; CMD 12
Feats Agile Maneuvers, Improved Initiative
Skills Acrobatics +10, Bluff +11, Diplomacy +11, Fly +16, Knowledge (any one) +8, Perception +9, Perform (any one) +11, Spellcraft +5, Stealth +18
Languages Celestial, Draconic, Infernal; truespeech
SQ traveler’s friend
ECOLOGY
Environment
any (Elysium)
Organization solitary, band (2–5), or company (6–24)
Treasure none
SPECIAL ABILITIES
Starlight Blast (Su)
As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their alignment deviates from chaotic good. For example, a chaotic neutral or neutral good creature would take 1d4+1 points of damage, a neutral creature would take 1d4+2 points of damage, and a lawful evil creature would take 1d4+4 points of damage. A DC 12 Reflex save negates this damage. Chaotic good creatures are unaffected by this ability. The save DC is Constitution-based.
Traveler’s Friend (Su) The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien’s performance— doing so removes the effects of exhaustion and fatigue from the listener.
 

Gancanagh

This incredibly handsome man’s pointed ears and otherworldly grace betray an inhuman beauty.

Male azatas of extraordinary and radiant beauty, gancanaghs are Elysium’s knights-errant, but they are best known as inveterate wooers of mortals and immortals alike. While gancanaghs are incorrigible flirts, a gancanagh’s true attention tends to alight on one man or woman at a time, and he throws himself into wooing and courting his current target, into a brief but earnest fling before his quicksilver passions change yet again.  Gancanaghs hate succubi and incubi more than anything else, as they feel that the mere existence of such creatures profanes the spirit of romance with the shadow of the demons’ seduction and violence, leading good people who share the gancanagh’s flirtatious and open nature to be compared to evil creatures. One can give a gancanagh no greater offense than to mistake him for an incubus, and more than one hotheaded gancanagh has challenged a misinformed paladin or other ally of good to a duel over such an insult.  While many gancanaghs carry whimsical-looking pipes because they like the way they look, they can’t stand smoke, and so rarely make use of them. A gancanagh’s flute, on the other hand, is a cherished possession, as they enjoy both the beauty of the music and its ability to sway the heart. A typical gancanagh stands 6 feet tall but weighs only 130 pounds.

CR 4 XP 1,200
CG
Medium outsider (azata, chaotic, extraplanar, good)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC
17, touch 15, flat-footed 12 (+5 Dex, +2 natural)
hp 42 (5d10+15)
Fort +4, Ref +9, Will +5
DR 5/cold iron or evil; Immune electricity, petrification; Resist cold 10, fire 10
Weaknesses vulnerability to smoke
OFFENSE
Speed
40 ft.
Melee +1 mithral rapier +11 (1d6+6/18–20)
Spell-Like Abilities (CL 5th; concentration +10)
At will—charm person (DC 16), mirror image, suggestion (DC 17)
1/day—cure moderate wounds, good hope
STATISTICS
Str
12, Dex 21, Con 16, Int 15, Wis 12, Cha 21
Base Atk +5; CMB +6; CMD 21
Feats Combat Reflexes, Persuasive, Weapon Finesse
Skills Bluff +13, Diplomacy +15, Disguise +13, Intimidate +15, Knowledge (planes) +6, Perception +9, Perform (wind instruments) +13, Sense Motive +7, Stealth +9, Use Magic Device +10
Languages Celestial, Infernal, Sylvan; truespeech
SQ change shape (Small or Medium humanoid; alter self), gancanagh’s grace, invigorating passion
ECOLOGY
Environment
any (Elysium)
Organization solitary
Treasure triple (+1 mithral rapier, other treasure)
SPECIAL ABILITIES
Gancanagh’s Grace (Su)
A gancanagh’s otherworldly grace and flowing movement allow him to add his Dexterity modifier to damage rolls with his rapier in place of his Strength modifier.
Invigorating Passion (Su) A gancanagh’s passion has the power to raise those who receive it to great heights. Any creature who performs an act of passion with a gancanagh, such as a kiss, gains a +1 competence bonus on attack rolls, gains 1 bonus Hit Die (d10) with the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any), and takes no penalties from the fatigued or exhausted conditions. These benefits last for 1 hour. At the end of that time, the creature must succeed at a DC 17 Fortitude save or become fatigued, or exhausted if it was already fatigued. This is a mind-affecting effect. The save DC is Charisma-based.
Vulnerable to Smoke (Ex) A gancanagh’s lungs can’t tolerate smoke. He takes a –4 penalty on all saving throws against smoke and cloud effects, such as stinking cloud and the smoke from pyrotechnics.
 

Yamah

This blue-skinned woman has blue-and-white butterfly wings. Her black hair sparkles like a starlit sky.  

Yamahs travel throughout the planes promoting the ideals of freedom and fairness, using their unique talents to rob evildoers of their magic and turn it into a weapon for good. Yamahs harbor ill will toward anyone who would use magic for cruel or evil purposes, especially necromancers and creatures that use magic to trap souls and pervert life.  Though yamahs often bear a stern countenance, they nonetheless enjoy lighthearted pranks and cheery jokes when appropriate. The white markings that cover their bodies may at first appear to be tattoos, but are actually natural sigils unique to each individual. The average yamah stands just over 6 feet tall and weighs 140 pounds.  Yamahs can often be encountered during lunar eclipses and other significant celestial events in regions where worship of any chaotic good deity or demigod is strong. Legends among such faiths claim that yamahs sometimes accompany good spellcasters on crusades against otherworldly fiends, though every story inevitably ends with the yamah mysteriously departing after the deed is done, abandoning its mortal partner without a word.

CR 5 XP 1,600
CG
Medium outsider (azata, chaotic, extraplanar, good)
Init +5; Senses darkvision 60 ft., detect evil, detect magic; low-light vision, Perception +12
DEFENSE
AC
19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp 52 (7d10+14)
Fort +4, Ref +10, Will +7
DR 5/cold iron or evil; Immune electricity, petrification; Resist cold 10, fire 10
OFFENSE
Speed
30 ft., fly 100 ft. (perfect)
Melee +2 returning starknife +14/+9 (1d4+5/×3)
Ranged +2 returning starknife +14 (1d4+5/×3)
Special Attacks steal magic, sneak attack +1d6
Spell-Like Abilities (CL 6th; concentration +11)
Constant—detect evil, detect magic
3/day—cure moderate wounds, invisibility
1/day—charm person (DC 16), remove paralysis
STATISTICS
Str
17, Dex 20, Con 14, Int 13, Wis 15, Cha 20
Base Atk +7; CMB +10; CMD 25
Feats Deadly Aim, Point-Blank Shot, Precise Shot, Weapon Finesse
Skills Acrobatics +15, Bluff +15, Fly +23, Knowledge (planes) +11, Perception +12, Sense Motive +12, Stealth +15
Languages Celestial, Draconic, Infernal; truespeech
SQ infused weapon
ECOLOGY
Environment
any (Elysium)
Organization solitary, pair, or crusade (3–10)
Treasure standard (mwk starknife, other treasure)
SPECIAL ABILITIES
Infused Weapon (Su)
Any throwing weapon wielded by a yamah is treated as a +2 returning weapon. This special ability fades 1 minute after a yamah no longer wields the weapon.
Steal Magic (Su) As a standard action, a yamah can make a touch attack against a creature under the effects of a spell or spells and attempt to dispel the effects as per dispel magic (CL 6th). If successful, the yamah absorbs the magical energy and converts it into a bolt of force. A yamah can use a force bolt to make a ranged touch attack that deals 1d6 points of force damage for every spell level of the effect dispelled by the yamah (for example, if a yamah dispels a 2nd-level spell with its steal magic ability, the resulting force bolt deals 2d6 points of force damage; 0-level spells count as being 1st level for the purpose of this ability). These force bolts have a range of 100 feet. A yamah can only carry a number of force bolts equal to its Charisma bonus (5 for most yamahs), and any force bolts not used within 24 hours of being obtained disappear and are wasted.
 

Bralani

Silver-white hair the color of a lightning strike whips about this poised elf-like archer, his eyes swirling with vibrant colors.

Bralanis are among the fiercest and wildest of the azatas, living from moment to moment and always on the lookout for chances to test their skill in battle. In addition to their elf-like forms, they can take the shape of whirlwinds of dust, snow, or sand. In the mortal realm, they are often mistaken for djinn. They delight in violent weather, not for the destructive qualities of such events, but for the intensity and energy, and many tales describe bralani as spirits who laugh as they sail amid the strongest storms. Bralanis do not need to eat, but they enjoy doing so. Most prefer elven food, fiery human dishes, and spiced wine. Because of their similarities to elementals and fey, they sometimes act as intermediaries between mortals, elementals, and fey, though they prefer to arrange temporary truces that allow the interested parties to conduct their own negotiations on neutral ground. When taking the role of mediators—or whenever else such opportunities present themselves—bralani are quick to suggest friendly competitions or games to end disputes and enjoy creating challenges or complicated contests to test both physical and mental mortal prowess.

CR 6 XP 2,400
CG
Medium outsider (azata, chaotic, extraplanar, good, shapechanger)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC
20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 66 (7d10+28)
Fort +9, Ref +9, Will +6
DR 10/cold iron or evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 17
OFFENSE
Speed
40 ft., fly 100 ft. (perfect)
Melee +1 scimitar +13/+8 (1d6+8/18–20) or slam +12 (1d6+7)
Ranged +1 composite longbow +12/+7 (1d8+6/×3)
Special Attacks whirlwind blast
Spell-Like Abilities (CL 6th; concentration +8)
At will—blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall
2/day—lightning bolt (DC 15), cure serious wounds
STATISTICS
Str 20, Dex 18, Con 19, Int 13, Wis 14, Cha 15
Base Atk +7; CMB +12; CMD 26
Feats Blind-Fight, Improved Initiative, Iron Will, Skill Focus (Perception)
Skills Bluff +12, Fly +22, Handle Animal +12, Perception +15, Ride +14, Sense Motive +12, Stealth +14
Languages Celestial, Draconic, Infernal; truespeech
SQ wind form
ECOLOGY
Environment
any (Elysium)
Organization solitary, pair, or squad (3–6)
Treasure double (+1 scimitar, +1 composite longbow [+5 Str])
SPECIAL ABILITIES
Whirlwind Blast (Su)
When in wind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 17 half ). The save DC is Constitution-based.
Wind Form (Su) A bralani can shift between its humanoid body and a body made of wind and mist as a standard action. In humanoid form, it cannot fly or use its whirlwind blast. In wind form, it functions as if under the effects of a wind walk spell. It can make slam attacks and use spell-like abilities in either form. A bralani remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed (both shapes are its true form). A true seeing spell reveals both forms simultaneously.
 

Lillend

This creature has the body of a seductive, winged elven woman from the waist up and that of a snake from the waist down.

Among the azatas, lillends are the tale-tellers and chroniclers, gathering lore and recording stories in the form of epic poems and songs. They are generally peaceful, though they are swift to act if they believe a piece of rare art or a talented artist is threatened. A lillend’s lower section is about 20 feet long, and a typical lillend weighs 3,800 pounds. Although they have no need of mortal nourishment, it is said that lillends sup on the joy of music, art, and performance. They also love unspoiled wilderness and seek out places in the mortal realm that remind them of the beauty of their home plane. From the lore of numerous races come tales of these muses, particularly those that have taken a vested interest in the training of a single talented prodigy or the ongoing creation of some fantastic work of art. Such legends sometimes prove true, as all lillends have their favorite works, creations, and artists, and often visit the Material Plane to enjoy their splendor and make sure they remain safe. In the defense of such beauty, lillends prove passionate foes, calling upon the might of nearby allies or crushing philistines in their striking but deadly coils.

CR 7 XP 3,200
CG
Large outsider (azata, chaotic, extraplanar, good)
Init +3; Senses low-light vision, darkvision 60 ft.; Perception +13
DEFENSE
AC
20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
hp 73 (7d10+35)
Fort +7, Ref +10, Will +10
Immune electricity, petrification, poison; Resist cold 10, fire 10
OFFENSE
Speed
30 ft., fly 70 ft. (average)
Melee +1 longsword +12/+7 (2d6+8/19–20), tail slap +6 (2d6+2 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks bardic performance (20 rounds/day), constrict (2d6+5)
Spell-Like Abilities (CL 7th; concentration +11)
3/day—darkness, hallucinatory terrain (DC 18), knock, light
1/day—charm person (DC 15), speak with animals, speak with plants
Bard Spells Known (CL 7th; concentration +11)
3rd (2/day)—charm monster (DC 17), cure serious wounds
2nd (4/day)—hold person (DC 16), invisibility, sound burst (DC 16), suggestion (DC 16)
1st (5/day)—charm person (DC 15), cure light wounds, identify, sleep (DC 15)
0 (at will)—dancing lights, daze (DC 14), detect magic, lullaby (DC 14), mage hand, read magic
STATISTICS
Str 20, Dex 17, Con 21, Int 14, Wis 16, Cha 19
Base Atk +7; CMB +13; CMD 26 (can’t be tripped)
Feats Combat Casting, Hover, Iron Will, Lightning Reflexes
Skills Bluff +14, Diplomacy +14, Fly +11, Knowledge (nature) +9, Perception +13, Perform (stringed instruments) +16, Sense Motive +13, Survival +14
Racial Modifiers +4 Survival
Languages Celestial, Draconic, Infernal; truespeech
ECOLOGY
Environment
any (Elysium)
Organization solitary, pair, or choir (3–6)
Treasure standard (+1 longsword, masterwork harp)
SPECIAL ABILITIES
Bardic Performance
A lillend has the bardic performance ability of a 7th-level bard, granting her access to that ability’s countersong, fascinate, inspire courage, inspire competence, and suggestion aspects.
Spells A lillend casts spells as a 7th-level bard. They favor enchantment and healing spells.
 

Einherji

Holding a massive battleaxe and shield, this tall, helmed warrior is grim and fierce.

Some warriors who die glorious deaths in battle find that there is a call for their skill and prowess even after death. Chosen by valkyries from among the slain on the battlefield, they become einherjar, outsiders who fight for the gods and other powerful extraplanar beings in battles across the multiverse. Like valkyries, einherjar can serve a variety of deities, not just gods of war, conflict, and valor, but also those of love, beauty, life, and others not thought of as combative. Einherjar pride themselves on prowess in battle, and forever seek to prove themselves by challenging worthy foes. Einherjar can be either male or female, and normally appear as muscled, battle-hardened humans, dwarves, or elves. A typical einherji stands 7 feet tall and weighs around 300 pounds.

CR 10 XP 9,600
CN
Medium outsider (extraplanar)
Init +7; Senses darkvision 60 ft., deathwatch; Perception +18
DEFENSE
AC
24, touch 13, flat-footed 21 (+7 armor, +3 Dex, +4 shield)
hp 123 (13d10+52); fast healing 5
Fort +12, Ref +11, Will +8
Defensive Abilities freedom of movement; DR 10/cold iron and lawful; Immune cold, disease, fear, poison; Resist acid 10, electricity 10, fire 10; SR 21
OFFENSE
Speed
30 ft.
Melee +2 battleaxe +19/+14/+9 (1d8+6/×3)
Ranged mwk throwing axe +17 (1d6+4)
Special Attacks challenge of single combat
Spell-Like Abilities (CL 10th; concentration +10)
Constant—deathwatch, freedom of movement
At will—rage
3/day—divine power
1/day—heroes’ feast
STATISTICS
Str
19, Dex 16, Con 19, Int 10, Wis 14, Cha 11
Base Atk +13; CMB +17; CMD 30
Feats Combat Reflexes, Improved Initiative, Improved Iron Will, Iron Will, Power Attack, Stand Still, Step Up, Strike Back
Skills Intimidate +16, Knowledge (engineering) +16, Knowledge (planes) +16, Perception +18, Ride +16, Survival +18
Languages Celestial, Common
SQ battle-trained, thirst for battle
ECOLOGY
Environment
any
Organization solitary, squad (3–6), or warband (7–16)
Treasure triple (+2 scale mail, +2 heavy wooden shield, +2 battleaxe, masterwork throwing axe)
SPECIAL ABILITIES
Battle-Trained (Ex)
An einherji is proficient with all armor. Armor never impacts an einherji’s speed, nor does an einherji take armor check penalties on Ride checks.
Challenge of Single Combat (Ex) As a standard action, an einherji can choose a single target within sight to challenge by attempting an Intimidate check to demoralize that creature. If the check succeeds, the target is shaken and the einherji gains a +2 bonus on attack rolls and damage rolls against that target. For the duration of the challenge, the einherji must attack that target, and takes a –2 penalty to its AC, except against attacks made by the target. The challenge (and the shaken condition) remains in effect until the target successfully attacks the einherji in melee combat, the target is dead or unconscious, or the combat ends.
Thirst for Battle (Su) As long as an einherji is in battle (i.e., each round it makes an attack roll), it gains fast healing 5. An einherji loses this ability outside of combat or if knocked unconscious.
 

Raelis

This bronze-skinned humanoid is muscular yet lithe, garbed in colorful clothing emblazoned with glowing runes.

Formed from the souls of authors, artists, and storytellers, raelises travel to the farthest corners of the planes searching for epic stories, poems, and simple tall tales.

CR 10 XP 9,600
CG
Large outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision 60 ft.; Perception +16
DEFENSE
AC
23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size)
hp 115 (11d10+55)
Fort +8, Ref +11, Will +9
DR 10/cold iron and evil; Immune electricity, petrification, rune mastery; Resist cold 10, fire 10
OFFENSE
Speed
50 ft., fly 120 ft. (good)
Melee 2 slams +19 (2d8+7)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 12th; concentration +16)
Constant—freedom of movement, nondetection
At will—alter self
3/day—dimension door, modify memory (DC 17)
1/day—greater teleport (self plus 50 lbs. of objects only), plane shift (DC 21)
Sorcerer Spells Known (CL 11th; concentration +15)
5th (4/day)—seeming, sending, symbol of pain (DC 20), symbol of sleep (DC 20) 
4th (7/day)—confusion (DC 18), greater invisibility, scrying (DC 18) 
3rd (7/day)—beast shape I, explosive runes (DC 18), glyph of warding (DC 18), haste, lightning bolt (DC 17), sepia snake sigil (DC 18), suggestion (DC 17) 
2nd (7/day)—detect thoughts (DC 16), hypnotic pattern (DC 16), invisibility, scorching ray, see invisibility  
1st (7/day)—erase, feather fall, hypnotism, silent image (DC 15), ventriloquism (DC 15) 
0 (at will)—arcane mark, dancing lights, detect magic, detect poison, light, mage hand, message, prestidigitation, read magic
STATISTICS
Str
24, Dex 19, Con 20, Int 18, Wis 15, Cha 19
Base Atk +11; CMB +19 (+23 grapple); CMD 33 (35 vs. grapple)
Feats Greater Grapple, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Power Attack, Weapon Focus (slam)
Skills Acrobatics +18, Bluff +18, Disguise +14, Fly +20, Knowledge (geography, planes) +18, Knowledge (history) +15, Perception +16, Perform (oratory) +18, Spellcraft +18, Stealth +14
Racial Modifiers +10 Disguise
Languages Celestial, Common, Draconic, Infernal; truespeech
SQ rune mastery, word caller
ECOLOGY
Environment
any (Elysium)
Organization solitary, pair, or band (3–6)
Treasure standard
SPECIAL ABILITIES
Rune Mastery (Ex)
Raelises add explosive runes, glyph of warding, sepia snake sigil, symbol of pain, and symbol of sleep to their list of spells known and increase these spells’ DCs by 1. Additionally, raelises are immune to these spells.
Spells Raelises casts spells as 11th-level sorcerers.
Word Caller (Su) Raelises sense the presence and basic topics of any books, scrolls, or other writings. As a standard action, they can read 100 pages of nonmagical writing, or read one scroll as if with read magic. These abilities’ range is 50 feet.
 

Valkyrie

Surrounded by lightning, this impressive female warrior wears a gleaming golden breastplate and carries a shining spear.

Valkyries are outsiders who scour the battlefields of the Material Plane for warriors of great prowess and legendary renown. With a glance, a valkyrie can tell who is near death and ready to give up life and who fights on to live another day, and can either claim the soul of the slain or aid the living to continue the fight. Valkyries are always female, and appear as strong and beautiful human, dwarven, or elven women. A human valkyrie is 6 feet tall and weighs close to 200 pounds. Valkyries serve a variety of deities, though they are most often associated with the gods of war, conflict, valor, and courage. Although capable combatants in their own right, valkyries are almost always encountered mounted, typically on flying steeds such as dragon horses, pegasi, or sleipnirs.

CR 12 XP 19,200
CN
Medium outsider (extraplanar)
Init +3; Senses darkvision 60 ft., deathwatch; Perception +24
DEFENSE
AC
27, touch 19, flat-footed 24 (+8 armor, +6 deflection, +3 Dex)
hp 168 (16d10+80)
Fort +10, Ref +13, Will +15
DR 10/cold iron and lawful; Immune cold, electricity, poison; Resist acid 10, fire 10; SR 23
OFFENSE
Speed
30 ft., fly 100 ft. (perfect)
Melee +2 returning spear +23/+18/+13/+8 (1d8+8/×3)
Ranged +2 returning spear +22 (1d8+6/×3)
Spell-Like Abilities (CL 12th; concentration +18)
Constant—deathwatch, tongues
At will—aid, death ward, gentle repose, plane shift (self and mount only)
3/day—call lightning storm (DC 21), divine power, geas/quest
1/day—breath of life, heal, summon (level 8, 1 sleipnir 100%)
STATISTICS
Str
18, Dex 17, Con 20, Int 13, Wis 20, Cha 23
Base Atk +16; CMB +20; CMD 39
Feats Mounted Combat, Power Attack, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Trample, Vital Strike, Weapon Focus (spear)
Skills Fly +27, Handle Animal +25, Heal +24, Knowledge (planes) +20, Perception +24, Ride +28, Sense Motive +24
Languages Celestial, Common; tongues
SQ battle trained, choose the slain, holy zeal
ECOLOGY
Environment
any
Organization solitary or ride (2–8 valkyries)
Treasure triple (+2 breastplate, +2 returning spear, other treasure)
SPECIAL ABILITIES
Battle Trained (Ex)
A valkyrie is proficient with all armor. Armor never impacts a valkyrie’s speed, nor does a valkyrie take armor check penalties on Ride checks.
Choose the Slain (Su) A valkyrie can draw the soul from a newly dead body and store it in her spear for transport to the Outer Planes. This functions as soul bind, but the dead creature must be willing to have its soul taken. If the creature is unwilling, this ability has no effect.
Holy Zeal (Su) A valkyrie adds her Charisma modifier as a deflection bonus to her Armor Class.
 

Ghaele

This elegantly armored sentinel stands alert, her eyes radiating divine light and her noble blade crackling with power.

Ghaeles are the most knightly of the azatas, hunting fiends, dragons, and undead with equal vigor. Most appear like idealized humans or elves and are quick to smile—and equally quick to strike against those they perceive as wicked.

CR 13 XP 25,600
CG
Medium outsider (azata, chaotic, extraplanar, good, shapechanger)
Init +5; Senses darkvision 60 ft., detect evil, low-light vision, see invisibility; Perception +20
Aura holy aura
DEFENSE
AC 28, touch 16, flat-footed 26 (+4 deflection, +1 Dex, +1 dodge, +12 natural)
hp 136 (13d10+65)
Fort +17, Ref +11, Will +16
DR 10/cold iron and evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 25
OFFENSE
Speed
50 ft., fly 150 ft. (perfect)
Melee +2 holy greatsword +22/+17/+12 (2d6+12)
Ranged 2 light rays +14 ranged touch (2d12)
Special Attacks gaze
Spell-Like Abilities (CL 13th; concentration +16)
Constant—detect evil, holy aura (DC 21), see invisibility
At will—aid
, charm monster (DC 17), continual flame, cure light wounds, dancing lights, detect thoughts (DC 15), disguise self, dispel magic, hold monster (DC 18), greater invisibility (self only), major image (DC 16), greater teleport (self plus 50 lbs. of objects only)
3/day—globe of invulnerability
1/day—chain lightning (DC 19), prismatic spray (DC 20), wall of force
Cleric Spells Prepared (CL 13th; concentration +17)
7th—holy word (DC 21)
6th—banishment (DC 20), heal (DC 20)
5th—flame strike (DC 19), raise dead, true seeing
4th—death ward, dismissal (2) (DC 18), divine power, restoration
3rd—cure serious wounds (3), searing light (2)
2nd—aid, align weapon, bear’s endurance, lesser restoration (2)
1st—bless, command (DC 15), divine favor, obscuring mist, shield of faith
0 (at will)—detect magic, purify food and drink, stabilize, virtue
STATISTICS
Str 25, Dex 12, Con 20, Int 16, Wis 19, Cha 17
Base Atk +13; CMB +20; CMD 31
Feats Combat Casting, Combat Expertise, Dodge, Improved Disarm, Improved Initiative, Improved Trip, Lightning Reflexes
Skills Diplomacy +19, Escape Artist +17, Fly +25, Handle Animal +19, Knowledge (nature) +16, Knowledge (planes) +19, Perception +20, Sense Motive +20, Stealth +17
Languages Celestial, Draconic, Infernal; truespeech
SQ light form
ECOLOGY
Environment
any (Elysium)
Organization solitary, pair, or squad (3–6)
Treasure triple (+2 holy greatsword)
SPECIAL ABILITIES
Gaze (Su)
In humanoid form, a ghaele’s gaze attack slays evil creatures of 5 HD or less (range 60 feet, Will DC 18 negates, shaken for 2d10 rounds on a successful save). Nonevil creatures, and evil creatures with more than 5 HD, must succeed on a DC 18 Will save or be shaken for 2d10 rounds. A creature that saves against a ghaele’s gaze is immune to that particular ghaele’s gaze for 24 hours. This is a mind-affecting fear effect. The save DCs are Charisma-based.
Light Form (Su) A ghaele can shift between its solid body and one made of light as a standard action. In solid form, it cannot fly or use light rays. In light form, it can fly and gains the incorporeal quality—it can make light ray attacks or use spell-like abilities in this form, but can’t make physical attacks or cast spells. This ability otherwise functions similarly to a bralani’s wind form ability.
Light Ray (Ex) A ghaele’s light rays have a range of 300 feet. This attack bypasses all damage reduction.
Spells Ghaeles cast divine spells as 13th-level clerics. They do not gain access to domains or other cleric abilities.
 

Uinuja

This dark-skinned woman has diaphanous wings, four large eyes—one pair under the other—and a tangle of night-blue hair.

Born in Elysium from planar energies charged by pleasant dreams, these azatas watch over and study dreaming mortal minds. Uinujas live in collective mindscapes, which are often moonlit islands where rock spires rise to great heights, topped by large cocoons of dark blue silk.  Uinujas enjoy stories about the stars and planes, particularly the Material Plane, which they can usually see only through mortals’ dreams. When uinujas are happy, their wings take on an iridescent glow, while at other times their wings take on a calmer blue or a sullen gray hue.  An uinuja stands 9 feet tall and weighs 500 pounds.

CR 15 XP 51,200
CG
Large outsider (azata, chaotic, extraplanar, good)
Init +9; Senses darkvision 60 ft., see invisibility; Perception +27
Aura emotion aura (DC 24)
DEFENSE
AC
30, touch 19, flat-footed 25 (+5 deflection, +5 Dex, +11 natural, –1 size)
hp 207 (18d10+108)
Fort +12, Ref +16, Will +19
DR 10/cold iron and evil; Immune electricity, petrification, sleep; Resist cold 10, fire 10; SR 26
OFFENSE
Speed
30 ft., fly 60 ft. (perfect)
Melee +3 starknife +27/+22/+17/+12 (1d6+10/19–20/×3)
Ranged +3 starknife +25 (1d6+10/19–20/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks psychic starknife
Spell-Like Abilities (CL 18th; concentration +23)
Constant—see invisibility, shield of faith
At will—deep slumber (DC 18), invisibility
Psychic Magic (CL 18th; concentration +23) 
24 PE—cure serious wounds (3 PE), dancing lights (0 PE), detect mindscape (2 PE), dream council (5 PE), etheric shards (5 PE, DC 20), greater create mindscape (6 PE), lesser restoration (2 PE), message (0 PE), mindscape door (3 PE), mindwipe (4 PE, DC 19), symbol of sleep (5 PE, DC 20), thought shield IV (5 PE)
STATISTICS
Str
24, Dex 21, Con 22, Int 17, Wis 22, Cha 21
Base Atk +18; CMB +26; CMD 46
Feats Critical Focus, Deadly Aim, Flyby Attack, Improved Critical (starknife), Improved Initiative, Iron Will, Power Attack, Spell Penetration, Tiring Critical
Skills Bluff +26, Diplomacy +26, Fly +32, Knowledge (geography, planes, religion) +24, Perception +27, Sense Motive +27, Stealth +22
Languages Celestial, Draconic, Infernal; truespeech
SQ dreamwalker
ECOLOGY
Environment
any (Elysium)
Organization solitary, pair, or collective (3–12)
Treasure standard (+3 starknife, other treasure)
SPECIAL ABILITIES
Dreamwalker (Su)
An uinuja can travel between Elysium and the Dimension of Dreams at will, as per dream travel, except it cannot enter any other planes or take other creatures with it.
Psychic Starknife (Su) After being used in a ranged attack, a uinuja’s starknife turns into a spiritual weapon (as per the spell; caster level equal to the uinuja’s Hit Dice) and immediately continues to attack the same target. An uinuja can teleport its starknife back to its hand as a move action, which ends this effect and negates the starknife’s status as a spiritual weapon.
 

Havoc Dragon

This dragon’s scales and insectile wings dance with color, while its whiplike tail waves as if stirred by an unseen breeze.

Despite their best intentions, the appropriately named havoc dragons often cause collateral damage as they develop whimsical wonderlands of revelry and relaxation.

FULL INTERACTIVE CODE COMING SOON

WYRMLINGVERY YOUNGYOUNGJUVENILEYOUNG ADULTADULTMATURE ADULTOLDVERY OLDANCIENTWYRMGREAT WYRM
CG
dragon
Init ; Senses dragon senses; Perception
DEFENSE
AC

hp
Fort , Ref , Will
Immune paralysis, poison, sleep
OFFENSE
Speed 40 ft., burrow 20 ft., climb 30 ft., fly
Melee
Space ft.; Reach
Special Attacks breath weapon
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk ; CMB ; CMD
Feats
Skills
Languages
SQ
ECOLOGY
Environment

Organization solitary
Treasure triple
SPECIAL ABILITIES
 

Brijidine

This beautiful woman has flesh made of lava. She soars through the sky on a trail of fire.

Brijidines are passionate, powerful azatas attuned to the powers of earth and fire. They love basking in volcanoes, writing poetry, tending to sick creatures, and pursuing spicy recipes. The quickest way to befriend a brijidine is to present her with a fireproof copy of an exotic poem or a bag of rare peppers. Though their power is tied to primal destruction, they are quick-witted and love clever wordplay, whether in a sonnet or a dirty limerick. The brijidine sees fire as a form of purity, a marked difference from its classical association with devastation and destruction. To a brijidine, the existence of hellfire is the rankest blasphemy, and while many azatas look to the demons of the Abyss as their greatest enemies, it is among the devils of Hell that most brijidines find focus for their anger. The fact that devils are immune to fire, the brijidine’s greatest strength, frustrates and angers these azatas all the more, forcing them to become far more imaginative and creative in their tactics when facing such foes. A brijidine stands 5-1/2 feet tall and weighs 150 pounds.

CR 17 XP 102,400
CG
Medium outsider (azata, chaotic, earth, extraplanar, fire, good)
Init +5; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +26
Aura flaming body, holy aura
DEFENSE
AC
32, touch 19, flat-footed 27 (+4 deflection, +5 Dex, +13 natural)
hp 256 (19d10+152)
Fort +22, Ref +15, Will +21
DR 10/cold iron and evil; Immune electricity, fire, petrification; Resist cold 10; SR 28
Weaknesses vulnerability to cold
OFFENSE
Speed
40 ft., fly 60 ft. (good)
Melee +1 flaming burst keen longsword +25/+20/+15/+10 (1d8+8/17–20 plus 1d6 fire and burn)
Ranged lava blast +24 (16d6 fire plus burn and entrap)
Special Attacks entrap (DC 26, instantaneous, hardness 8, hp 30), burn (2d6, DC 26), trample (1d8+7, DC 24)
Spell-Like Abilities (CL 19th; concentration +25)
Constant—holy aura (DC 24)
At will—flaming sphere (DC 18), heat metal (DC 18), meld into stone (self only), soften earth and stone, stone shape
5/day—cure serious wounds, flame strike (DC 21), move earth, spike stones (DC 20), stone tell, summon nature’s ally V (earth and fire elementals only), wall of stone (DC 22)
3/day—earthquake, fire storm (DC 23), heal, stoneskin, wall of fire
STATISTICS
Str
20, Dex 21, Con 24, Int 15, Wis 18, Cha 23
Base Atk +19; CMB +24; CMD 43
Feats Cleave, Combat Expertise, Combat Reflexes, Critical Focus, Improved Bull Rush, Iron Will, Lunge, Power Attack, Staggering Critical, Toughness
Skills Craft (any one) +24, Escape Artist +27, Fly +9, Heal +26, Knowledge (nature) +24, Knowledge (planes) +24, Perception +26, Perform (oratory) +25, Sense Motive +26
Languages Celestial, Draconic, Ignan, Infernal, Terran; truespeech
SQ heat stone, obsidian blade
ECOLOGY
Environment
any (Elysium)
Organization solitary or team (2–5)
Treasure double (no flammable items)
SPECIAL ABILITIES
Flaming Body (Su)
A brijidine’s body is molten rock covered in dancing flames. Anyone striking a brijidine with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a brijidine or is grappled by one takes 6d6 points of fire damage each round the grapple persists.
Heat Stone (Su) Whenever a brijidine uses her meld into stone, soften earth and stone, spike stones, stone shape, or wall of stone spell-like abilities, she can have the affected stone radiate intense heat for 1 minute. Any creature within 5 feet of the stone takes 1d6 fire damage per round.
Lava Blast (Su) A brijidine can hurl a glob of lava at a target as a standard action. This attack has a range increment of 30 feet.
Obsidian Blade (Ex) At will as a free action, a brijidine can create a blade of jagged volcanic glass that functions as a +1 flaming burst keen longsword. One round after it leaves the brijidine’s grasp, the weapon decays into useless powder.
 

Veranallia

This beautiful, rosy-haired woman has a lower body composed of a column of autumnal leaves and gently swaying vines.

Veranallias are among the most powerful azatas known and embody the changing of the seasons, from blossoming spring to dormant winter. They command the growth and decay of plants, control various aspects of the weather, and   enrich soil with the remains of fallen foes. A veranallia stands 10 feet tall and weighs about 350 pounds.  Beautiful and majestic, the queenly veranallia has a form that combines aspects of a beautiful woman and the subtle power of nature. A veranallia appears humanoid from the waist up, but where her thighs and legs should be, she instead sprouts countless vines, leaves, and various kinds of plant matter. These flora represent the life of plants throughout all stages of the year, continually shifting from blooming, verdant colors and textures to crisp, withered specimens and back in a matter of seconds.  Veranallias hail from the wildest regions of Elysium, realms where few but the mightiest azatas dare tread. Veranallias are creatures of transition, preferring the unpredictable maelstroms of weather at Elysium’s edges to the more temperate or consistent regions of that plane. They also have a particular appreciation for areas where one element transitions into another, such as coastlines, geysers, hot springs, and underground lakes. Many among their kind can be found in the lush fields or various heavily wooded forests throughout Elysium, particularly woodlands where the flora changes color almost at random. It is thought the annual tribunals of elder veranallias are actually the source of the eldritch woodland’s transformative climate and shifting composition.  At first glance, a veranallia’s body appears to be wrapped in foliage, but these vines are actually a part of the azata’s strange physiology. She is not subject to blight or similar plant-affecting magic, but attempts to use such abilities to hinder her provoke a veranallia’s ire like little else. A veranallia’s vines can entwine and crush an enemy as easily as a python would crush a field mouse. These vines often change appearance based on the veranallia’s environment, but not always in a predictable or sensible manner.  Veranallias often prefer the company of other azatas, and often have a following of faithful bralanis or ghaeles. Their volatile natures can make it quite difficult for many other creatures, even other azatas— to be involved with them. For example, lillends are not inspired by the dangerous power of veranallias, and brijidines’ belief in the cleansing power of fire does not make friendship with the verdant veranallias easy. While most other celestials concede that veranallias have only the best intentions, most would still rather deal with more predictable members of the celestial planes. Archons in particular find it almost impossible to speak to veranallias, and the noble angels and agathions have trouble following a veranallia’s leaps in logic and rapidly shifting moods.

VERANALLIA ELDER  
The most powerful of the veranallias are ancient entities indeed, beings known as veranallia elders. These veranallias appear as aged but still beautiful specimens, their upper human bodies looking like elderly women and their lower bodies always featuring what seems to be vegetation in late autumnal colors of red, yellow, and brown. As a general rule, veranallia elders have additional Hit Dice and vary in power from CR 21 to CR 25—they rarely take class levels, but often have powerful unique abilities beyond the capability of the standard veranallia. Two example veranallia elder powers are presented below.  
Mastery of Life (Su): As an immediate action, the veranallia elder can target any creature within 60 feet that has been killed within the last round by a breath of life effect (CL 20th). A creature restored to life by this effect gains fast healing 20 for 10 rounds.  
Create Gate (Su): A veranallia elder is able to create a gate between Elysium and the Material Plane once per day, as per the spell gate, but can do so only to allow travel between the two worlds. On the Material Plane end, the gate must open up into a wilderness area of natural beauty. Once created, such a gate exists until the veranallia elder is slain or chooses to end the effect. A veranallia elder can maintain up to three such gates at once; if it makes a fourth gate, it chooses which of the three gates that it previously created is then ended as a result.   

CR 20 XP 307,200
CG
Large outsider (azata, chaotic, extraplanar, good)
Init +12; Senses darkvision 60 ft., detect animals or plants, detect evil, low-light vision, tremorsense 60 ft., true seeing; Perception +35
Aura holy aura (DC 27)
DEFENSE
AC
36, touch 21, flat-footed 28 (+4 deflection, +8 Dex, +15 natural, –1 size)
hp 372 (24d10+240)
Fort +28, Ref +20, Will +26
DR 15/cold iron and evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 31
OFFENSE
Speed
50 ft., air walk
Melee +3 icy burst sickle +35/+30/+25/+20 (1d8+12/19–20 plus 1d6 cold), 4 vines +32 (1d8+9/19–20 plus grab)
Space 10 ft.; Reach 5 ft. (10 ft. with vines)
Special Attacks autumnal embrace, constrict (1d8+9), winter sickle
Spell-Like Abilities (CL 20th; concentration +29)
Constant—air walk, detect animals or plants, detect evil, holy aura (DC 27), speak with plants, true seeing
At will—blight (DC 24), cure serious wounds, diminish plants, entangle (DC 20), plant growth
3/day—animate plants, awaken, control plants (DC 27), grove of respite, repel metal or stone, quickened wall of thorns
1/day—regenerate, shambler
Cleric Spells Prepared (CL 20th; concentration +28)
9th—implosion (DC 27), mass heal, storm of vengeance (DC 27), true resurrection
8th—dimensional lock, earthquake, mass cure critical wounds, reverse gravity, sunburst (DC 26)
7th—destruction (DC 25), fire storm (DC 25), greater restoration, mass cure serious wounds, sunbeam (DC 25)
6th—antilife shell, banishment (DC 24), greater dispel magic, heal, word of recall
5th—breath of life, call lightning storm (DC 23), dispel evil (DC 23), greater command (DC 23), insect plague
4th—antiplant shell, chaos hammer (DC 22), freedom of movement, holy smite (DC 22), ice storm, neutralize poison
3rd—daylight, dispel magic, protection from energy, remove disease, searing light, water walk
2nd—align weapon, barkskin, calm emotions (DC 20), enthrall (DC 20), gentle repose, lesser restoration
1st—divine favor, endure elements, entropic shield, protection from evil, remove fear, sanctuary (DC 19) 
0 (at will)—create water, detect poison, light, purify food and drink
STATISTICS
Str
28, Dex 26, Con 31, Int 18, Wis 27, Cha 29
Base Atk +24; CMB +34 (+38 disarm); CMD 56 (58 vs. disarm, can’t be tripped)
Feats Combat Casting, Combat Expertise, Critical Focus, Eschew Materials, Greater Disarm, Improved Critical (sickle), Improved Critical (vine), Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability (wall of thorns), Sickening Critical
Skills Bluff +36, Climb +33, Diplomacy +36, Heal +35, Knowledge (nature, planes) +31, Perception +35, Sense Motive +35, Stealth +31, Use Magic Device +36
Languages Abyssal, Celestial, Draconic, Infernal; speak with animals; truespeech
SQ bounteous caster, rebirth
ECOLOGY
Environment
any (Elysium)
Organization solitary, pair, or grove (3–6)
Treasure double
SPECIAL ABILITIES
Autumnal Embrace (Su)
At will, a veranallia can make any creature within 30 feet barren or sterile. The target must succeed at a DC 31 Fortitude save or lose any ability it has to reproduce or bear children. This effect can be removed only by a heal, limited wish, miracle, or wish spell. Creatures that reproduce magically are not affected by this ability. The save DC is Charisma-based.
Bounteous Caster (Su) Once per day, a veranallia can use the Eschew Materials feat to eschew any material component for a spell, regardless of the cost of the material component.
Rebirth (Su) Once per day, a veranallia can reincarnate a willing creature she deems worthy of the honor. The creature’s original body decays and sinks into the ground, affecting the surrounding area in a half-mile radius as though with plant growth (enrichment). Over the course of 1d4 days, a white, flowery cocoon emerges from the affected ground and splits open, revealing the newly reincarnated creature inside. Creatures reincarnated by a veranallia always return to life as aasimars. This ability otherwise functions as per reincarnate (CL 20th).
Spells Veranallias cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities, and can choose their spells from either the cleric spell list or the druid spell list.
Winter Sickle (Ex) At will as a free action, a veranallia can create a jagged blade from her hoarfrost-covered vines that acts as a +3 icy burst sickle. One round after it leaves the veranallia’s grasp, the weapon melts into a small puddle of water.
 

Elysian Titan

This titanic humanoid wears gilt-edged armor of ancient make and carries an immense hammer made of gleaming metal.

A race that was old when the world was young, titans are very near to the divine. This nearness inspired bitterness in the hearts of the mightiest titans, and when they grew jealous of the adulation the gods received from mortals, they began a crusade to destroy mortal life. As this war began, the Elysian titans turned against their kin and, by sacrificing some of their power to the gods, convinced the deities to banish their arrogant kin to the Abyss. Lone Elysian titans often wander the planes, seeking enlightenment or exploring ancient places of power. Others still have the crusading impulse of the ancient war and can be found manipulating events from behind the scenes, training aspiring heroes, counseling kings, marshaling armies to overthrow tyranny, and inspiring mortals to become legends. A titan does not age—unless slain by violence, a titan is immortal. One in every dozen Elysian titans is a prophet—a titan who manifests the goodwill of the gods and possesses the spellcasting power of a 20th-level cleric. These titans do not gain access to domains or any other cleric class abilities. They are CR 22 creatures. Elysian titans are 70 feet tall and weigh 20 tons.

CR 21 XP 409,600
CG
Colossal outsider (chaotic, extraplanar, good)
Init +7; Senses darkvision 120 ft., true seeing; Perception +33
DEFENSE
AC
37, touch 5, flat-footed 34 (+9 armor, +3 Dex, +23 natural, –8 size)
hp 409 (21d10+294); regeneration 15 (evil)
Fort +21, Ref +15, Will +21; +8 resistance vs. mind-affecting
DR 15/evil; Immune aging, death effects, disease; SR 32
OFFENSE
Speed
60 ft. (40 ft. in armor)
Melee maul of the titans +33/+28/+23/+18 (6d8+28/17–20) or 2 slams +30 (2d8+17)
Space 30 ft.; Reach 30 ft.
Special Attacks trample (2d8+25, DC 37)
Spell-Like Abilities (CL 20th; concentration +27)
Constant—air walk, mind blank, true seeing
At will—bestow curse (DC 21), break enchantment, divination, greater dispel magic, sending
3/day—greater scrying (DC 24), heal, mass suggestion (DC 23)
1/day—freedom, greater planar ally, meteor swarm (DC 26)
STATISTICS
Str
45, Dex 16, Con 39, Int 21, Wis 28, Cha 24
Base Atk +21; CMB +46; CMD 59
Feats Awesome Blow, Critical Focus, Greater Sunder, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Vital Strike, Power Attack, Staggering Critical, Vital Strike
Skills Bluff +31, Craft (any) +29, Diplomacy +31, Intimidate +31, Knowledge (engineering) +26, Knowledge (planes) +29, Perception +33, Perform (any) +28, Sense Motive +33, Spellcraft +29, Use Magic Device +31
Languages Abyssal, Celestial, Common; telepathy 300 ft.
SQ change shape (any humanoid; alter self)
ECOLOGY
Environment
any land (Elysium)
Organization solitary, pair, or crusade (3–6)
Treasure standard (+3 breastplate, maul of the titans, other treasure)

Empyreal Lord, Cernunnos

This tall, graceful person has elven features, the horns of a majestic stag and a piercing, ageless stare.

Cernunnos is a powerful empyreal lord who embodies the primeval force of nature as well as its wildness. He surrounds himself with counselors and advisors from all of the celestial races. Although he rarely makes a rash decision, he occasionally lets anger overwhelm his better judgment, even going so far as to swear personal vendettas against specific demon lords or archdevils. A peerless archer and hunter, in such moments of vengeance Cernunnos is tempted to visit Hell or the Abyss to personally exact his revenge. His preference for decisive action against enemies puts Cernunnos at odds with Korada. Though Cernunnos agrees that even the wickedest souls can seek redemption, he worries that lives would be lost in the time it would take to allow a fiend to seek enlightenment. The Horned Lord appears as a tall and muscular humanoid with elven features, tan skin, and a pair of antlers growing from his brow. Cernunnos dresses in simple clothes and leathers, died in natural colors but typically woven or worked with motifs of birds in flight or leaping animals. On Elysium, Cernunnos dwells in an expansive palace constructed of interwoven trees and capped with lush foliage. Known as Briarbough, this sprawling complex of gardens and pools is his seat of power and a place of healing where celestials and good mortals come to have their most grievous wounds tended. Beyond lies hundreds of miles of pristine forest and plains; animals killed here are reborn the next day, fully healed. In times of war, Briarbough serves as a headquarters and hospital for good outsiders. When not in Elysium, Cernunnos works with other celestial races to stem the spread of evil throughout the cosmos. Recognizing that—despite his power—he is still only one person, the Horned Lord uses his abilities to strengthen and bolster those already allied against darkness, training marshals and emissaries to work as his agents in the mortal and fey worlds. He favors druids and rangers—archers in particular—among his devotees. In combat, Cernunnos uses stealth and range to draw enemies to terrain of his choosing. The Empyreal Lord then uses his magic to further shape the battlefield to hamper his foes before closing for melee.

CERNUNNOS’S FAITH
Good fey, intelligent plant creatures, and mortal rangers and druids worship Cernunnos. Elven fighters and rogues often view him as a patron of luck and good fortune, but others pray to him for strength against evil. His sacred places are secluded groves, waterfalls, and deep forests. Cernunnos’s holy symbol is the head of a stag, ram or similar horned creature with torcs or rings hanging from its horns. His favored weapon is the longbow. He grants access to the Animal, Chaos, Good, and Plant domains, and access to the Azata, Feather, Fur, and Growth subdomains.

CR 30 XP 9,830,400
CG
Large outsider (azata, chaotic, extraplanar, good)
        Within Cernunnons's realm of Briarbough?  Yes/No
Init +16; Senses blindsense 60 ft., darkvision 60 ft., detect evil, detect lies, detect poison, low-light vision, true seeing; Perception +43
Aura primal (30 ft.)
DEFENSE
AC
48, touch 22, flat-footed 35 (+12 Dex, +1 dodge, +26 natural, –1 size)
hp 663 (34d10+476); regeneration 10 (evil artifacts, effects, and spells)
Fort +25, Ref +31, Will +25
Defensive Abilities freedom of movement, lightning rod, unbound; DR 15/epic and evil; Immune ability damage, ability drain, charm effects, compulsion effects, death effects, electricity, energy drain, petrification; Resist cold 30, fire 30; SR 41
OFFENSE
Speed
40 ft., fly 60 ft. (average)
Melee +5 holy cold iron club +48/+43/+38/+33 (1d8+18/15–20), gore +43 (2d8+18)
Ranged +5 evil outsider bane composite longbow +51/+46/+41/+36 (2d6+14/19–20/×4)
Space 10 ft.; Reach 10 ft.
Special Attacks greater slaying arrow, horned lord’s charge, powerful charge (gore, 4d8+13 and horned lord’s charge), wild shape (as 20th level druid)
Spell-Like Abilities (CL 20th; concentration +25)
Constant—detect evil, detect lies, detect poison, freedom of movement, true seeing
At will—greater teleport, haste, true strike
3/day—break enchantment, breath of life, dimensional anchor (DC 19)
1/day—discern location, mage’s disjunction (DC 24), time stop
Druid Spells Prepared (CL 20th; concentration +26)
9th—elemental swarm, foresight, summon nature’s ally IX (2)
8th—control plants (DC 24), repel metal or stone, sunburst (DC 24), whirlwind (DC 24)
7th—control weather, creeping doom (DC 23), heal, sunbeam (DC 23)
6th—antilife shell, greater dispel magic (2), move earth, wall of stone (DC 22)
5th—atonement, baleful polymorph (DC 21), deathward, transmute rock to mud, wall of thorns
4th—cure serious wounds
(2), freedom of movement, rusting grasp, true form (DC 20)
3rd—call lightning (DC 19), cure moderate wounds, neutralize poison (2), remove disease
2nd—chill metal
(DC 18), fog cloud, heat metal (DC 18), lesser restoration, resist energy (2)
1st—calm animals (DC 17, 2), cure light wounds (2), pass without trace (2)
0 (at will)—create water, mending, purify food and drink, read magic
STATISTICS
Str
29, Dex 35, Con 39, Int 18, Wis 22, Cha 21
Base Atk +34; CMB +44; CMD 67
Feats Combat Reflexes, Deadly Aim, Dodge, Improved Critical (longbow), Improved Critical (scimitar), Improved Initiative, Improved Precise Shot, Mobility, Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Shot on the Run, Weapon Focus (club), Weapon Focus (gore), Weapon Focus (longbow)
Skills Acrobatics +46 (+50 when jumping), Diplomacy +22, Disguise +22, Fly +10, Handle Animal +22, Intimidate +22, Knowledge (geography) +24, Knowledge (nature) +24, Knowledge (planes) +24, Knowledge (religion) +21, Perception +43, Ride +32, Sense Motive +43, Stealth +45, Survival +43, Swim +26
Languages Celestial, Draconic, Infernal, Sylvan; truespeech
SQ change shape (any humanoid, alter self), perfect archer, seed of life
ECOLOGY
Environment
any forest or plain (Elysium)
Organization unique
Treasure standard (+5 holy cold iron club, +5 evil outsider bane longbow, other treasure)
SPECIAL ABILITIES
Greater Slaying Arrow (Su)
Cernunnos can spend 1 minute crafting any kind of greater slaying arrow (DC 32). He can have only one such arrow at a time, and it only functions for him. The save DC is Charisma-based.
Horned Lord’s Charge (Ex) An opponent hit by Cernunnos’s powerful charge must succeed at a DC 39 Fort save or be exhausted, sickened, or stunned (Cernunnos’s choice) for 1d4 rounds. The save DC is Constitution-based.
Lightning Rod (Su) Cernunnos absorbs and negates any electricity effect that targets him or includes him in its area. As an immediate action on his next turn, he can release this energy to grant the shock weapon special ability to all weapons wielded by his allies within 30 feet for 1 round.
Perfect Archer (Ex) Cernunnos does not provoke attacks of opportunity for firing bow weapons in melee. He threatens squares out to his normal reach when wielding a bow. He automatically creates arrows when firing a bow and treats any bow he wields as if it had a range increment of 500 feet.
Primal Aura (Su) Any summoned animal or creature summoned by summon nature’s ally gains a +4 enhancement bonus to its Strength and Constitution while within Cernunnos’s aura. Any such creature summoned within his aura obeys him as if he had summoned it (if given conflicting orders, the creature obeys Cernunnos instead of its summoner).
Seed of Life (Sp) An empyreal lord can touch a willing creature and imbue it with magical healing power. The target radiates an aura of good as if it were an outsider and gains a +2 insight bonus on all saving throws against negative energy and death effects. As a standard action, the target can release this energy, turning it inward as a heal spell upon itself or outward as a mass cure serious wounds spell on allies within 30 feet (caster level 15th). If not released, the energy dissipates harmlessly after 24 hours. The empyreal lord can use this ability 5 times per day, but only on other creatures.
Spells Cernunnos casts spells as 20th-level druid.
Unbound (Su) Cernunnos is immune to any effects that restrict or force extradimensional movement upon him, such as banishment or dimensional anchor. He may allow these effects to affect him.