Cassisian
This finely crafted golden helm is decorated with intricate filigree, and flutters gracefully through the air on feathered wings.
Cassisians are the weakest sort of angel, but are absolutely dedicated to the cause of good. They serve as messengers for more powerful angels, and on the Material Plane they are often bound to good mortals to serve as familiars, acting as spiritual guides, reciting platitudes and quoting scripture from various benign faiths and philosophies (some forgotten for centuries). A 7th-level lawful good spellcaster with the Improved Familiar feat can select a cassisian as a familiar. A cassisian’s true form is a helmet possessing a pair of bird’s wings. The exact style of helmet varies by the deity the angel serves—most appear to be steel with angular cheek-plates, though some resemble bascinets, skullcaps, great helms, or even samurai helmets, and a few older cassisians appear to be bronze or even leather. Though cassisians can assume other forms (that of a child-sized angelic humanoid wearing a proportional helmet matching the cassisians’ true form, a dove, a dog, or a fish), they find it strange and rarely stay in that form for more than a few minutes. Typically formed from the souls of trustworthy and pious soldiers, some cassisians arise spontaneously from the spiritual fragments of great angels destroyed while defending the celestial planes against fiendish incursions. In many cases, the lowly cassisian retains fragments of its previous life’s memories, and friends of that old soul may visit with the cassisian to reminisce with what remains. Unfortunately, the reincarnated angel’s memories are more like something memorized from a book, and lack the character and camaraderie the friends expect.
NG Small (, , )
Init +0; Senses 60 ft., detect evil, ; Perception +5
Aura lesser
DEFENSE
AC 14, touch 11, flat-footed 14 (+3 natural, +1 size) (+2 deflection vs. evil)
hp 13 (2d10+2)
Fort +4, Ref +3, Will +2; +4 vs. poison; +2 resistance vs. evil
5/cold iron or evil; acid, cold, petrification; electricity 10, fire 10
OFFENSE
Speed 60 ft. (perfect)
Melee slam –1 (1d3–4)
Special Attacks (15-ft. line, 1d6 cold or 1d6 fire, Reflex DC 12 half, usable every 1d4 rounds)
(CL 3rd; concentration +3)
Constant—detect evil, know direction
1/day—aid, daylight
1/week—commune (six questions, CL 12th)
STATISTICS
Str 3, Dex 11, Con 12, Int 6, Wis 11, Cha 10
Base Atk +2; –3; CMD 7 (can’t be tripped)
Feats Iron Will
Skills Diplomacy +2, Fly +10, Knowledge (planes) +2, Knowledge (religion) +2, Perception +5, Sense Motive +4, Stealth +8
Languages Celestial, Draconic, Infernal;
SQ (2 of the following forms: Small human-like angel, dove, dog, or Tiny fish, polymorph), perfect memory
ECOLOGY
Environment any good-aligned plane
Organization solitary, pair, or squad (3–6)
Treasure none
SPECIAL ABILITIES
Perfect Memory (Ex) Though they are not particularly intelligent, cassisians have perfect memories and remember everything they see or hear. They can faultlessly recite conversations they heard hundreds of years before. They also have the power to erase portions of their own memories, which they do (usually under orders from superior angels) to protect sensitive information.
Lesser Protective Aura (Su) A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective auara grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time. A cassisian’s protective aura is fragile, and as soon as an evil creature successfully strikes the cassisian, or as soon as the cassisian fails a saving throw against an evil source, its protective aura fades away and is no longer applicable. The cassisian can reactivate its by spending 1 minute concentrating upon the task.
Choral
This shimmering being looks like a miniature human with broad, iridescent wings and hair that slowly ripples through the air.
Choral angels are singers of great skill, and their ranks fill the halls of good deities with soaring hymns and solemn chants. They manifest from the spirits of the pious dead who had exceptional musical talent. While they aren’t soldiers, chorals can defend themselves with their magical voices. Chorals sometimes visit the Material Plane with auspicious messages for mortals.
NG Small (, , )
Init +7; Senses 60 ft., detect evil; Perception +16
Aura
DEFENSE
AC 19, touch 14, flat-footed 16 (+3 Dex, +5 natural, +1 size; +4 deflection vs. evil)
hp 68 (8d10+24)
Fort +6, Ref +9, Will +9; +4 vs. poison, +4 resistance vs. evil
5/evil; acid, cold, petrification; electricity 10, fire 10; 17
OFFENSE
Speed 40 ft., 60 ft. (good)
Melee slam +10 (1d3+1)
Ranged piercing hymn +12 touch (4d6 sonic plus deafened)
Special Attacks countersong, harmonize
(CL 8th; concentration +11)
Constant—detect evil
At will—aid, ghost sound (DC 13), dispel evil (DC 18), dispel magic, invisibility (self only), plane shift (self only), remove curse, remove disease, remove fear
3/day—cure moderate wounds, sculpt sound (DC 16), sound burst (DC 15)
STATISTICS
Str 13, Dex 16, Con 15, Int 16, Wis 16, Cha 17
Base Atk +8; +8; CMD 21
Feats Alertness, Great Fortitude, Improved Initiative, Toughness
Skills Acrobatics +14, Diplomacy +14, Escape Artist +11, Fly +20, Knowledge (planes) +14, Knowledge (religion) +14, Perception +16, Perform (sing) +14, Sense Motive +16
Languages Celestial, Draconic, Infernal;
ECOLOGY
Environment any good-aligned planes
Organization solo, duet, or ensemble (3–8)
Treasure standard
SPECIAL ABILITIES
Countersong (Su) A choral can attempt a Perform (sing) check to counter magic effects that depend on sound. This ability functions as the bard ability of the same name.
Harmonize (Sp) When chorals work together, they can use their complementary voices to create mystical harmonies. Two or more chorals within 60 feet of one another can use calm emotions or heroism as a spell-like ability, four or more chorals can use shout, and six or more chorals can use greater heroism or holy word. Only the choral that actually casts the spell-like ability in question must take a standard action to achieve this effect—the other chorals need only take swift actions during the same round.
Piercing Hymn (Su) As a standard action, a choral can launch a concentrated blast of sonic energy from its mouth as a ranged touch attack. This attack has a range of 90 feet with no range increment and deals 4d6 points of sonic damage. Any creature struck by a piercing hymn must succeed at a DC 17 Fortitude save or be deafened for 1d4 minutes. The save DC is Charisma-based.
Balisse
This celestial being is obscured by darkness, its dark wings looming ominously, silhouetting a stern woman with shining eyes.
Image by Andreas Nass - www.andreasnass.de
Balisses, sometimes called confessor angels, appear to good individuals on the horns of moral dilemmas or who are struggling with crises of faith. Though balisses may appear stern and unyielding, they prefer to guide individuals to their own moral decisions rather than ordering them to conform to a specific ideal of good, knowing that the goodness found on one’s own is stronger than mere obedience. Balisses are formed from the souls of individuals who committed evil acts but were later redeemed and died while living an exemplary, moral life. Some balisses seek out mortals in need of their help, while others are given specific assignments by deities or empyreal lords. Balisses are used to dealing with stubbornness, and have an eternity’s worth of patience. Though they brook no physical attacks, they can endure almost any other hostility for the sake of their mission. The average balisse is 7 feet tall and weighs 200 pounds.
NG Medium (, , )
Init +6; Senses 60 ft., detect evil; Perception +16
Aura
DEFENSE
AC 21, touch 13, flat-footed 18 (+2 Dex, +1 dodge, +8 natural; +4 deflection vs. evil)
hp 95 (10d10+40)
Fort +11, Ref +7, Will +10; +4 vs. poison, +4 resistance vs. evil
10/evil; acid, cold, petrification; electricity 10, fire 10; 19
OFFENSE
Speed 40 ft., 60 ft. (good)
Melee +1 flaming heavy mace +14/+9 (1d8+4 plus 1d6 fire)
Special Attacks brand of the impenitent
(CL 10th; concentration +14)
Constant—detect evil
At will—aid, dispel evil (DC 19), dispel magic, holy smite (DC 18), invisibility (self only), plane shift (self only), remove curse, remove disease, remove fear
3/day—cure serious wounds, hold person (DC 16)
1/day—atonement, mark of justice
STATISTICS
Str 17, Dex 15, Con 18, Int 13, Wis 16, Cha 18
Base Atk +10; +13; CMD 26
Feats Dodge, Improved Initiative, Lightning Reflexes, Mobility, Power Attack
Skills Acrobatics +15, Diplomacy +17, Fly +19, Knowledge (planes) +14, Knowledge (religion) +14, Perception +16, Sense Motive +16
Languages Celestial, Draconic, Infernal;
ECOLOGY
Environment any good-aligned planes
Organization solitary
Treasure double (+1 flaming heavy mace, other treasure)
SPECIAL ABILITIES
Brand of the Impenitent (Su) Three times per day, a balisse can brand a target within 30 feet (Will DC 19 negates) with a painless, glowing icon on its chest—usually the holy symbol of the deity or empyreal lord the balisse serves. This brand lasts for a number of days equal to the balisse’s Hit Dice (10 days for most balisses). Anyone who attacks the branded target gains a +2 sacred bonus on weapon attack and damage rolls and a +2 sacred bonus on caster level checks to overcome the target’s spell resistance. The save DC is Charisma-based.
Movanic Deva
This angel is all sharp lines and angles, muscular but lean, with large wings and a mighty flaming greatsword.
Movanic devas serve as infantry in the celestial armies, though they spend most of their time patrolling the Positive, Negative, and Material Planes. On the Positive Plane, they watch over wandering good souls, which sometimes puts them into conf lict with the jyoti. On the Negative Plane, they battle undead, the sceaduinar, and the other strange things that hunt in the hungry void. Their rare visits to the Material Plane are usually to help powerful mortals when a great menace threatens to plunge an entire realm into evil.
NG Medium (, , )
Init +7; Senses 60 ft., detect evil, ; Perception +26
Aura
DEFENSE
AC 24, touch 13, flat-footed 21 (+3 Dex, +11 natural; +4 deflection vs. evil)
hp 126 (12d10+60)
Fort +12, Ref +11, Will +9; +4 vs. poison, +4 resistance vs. evil
Defensive Abilities nature’s pacifism, protected life force; 10/ evil; acid, cold, electricity, fire, death effects, energy drain, petrification; 21
OFFENSE
Speed 40 ft., 60 ft. (good)
Melee +1 flaming greatsword +17/+12/+7 (2d6+7/19–20 plus 1d6 fire)
(CL 8th; concentration +12)
Constant—detect evil
At will—aid, discern lies (DC 18), dispel evil (DC 19), dispel magic, holy smite (DC 18), invisibility (self only), plane shift (DC 19), remove curse, remove disease, remove fear
7/day—cure serious wounds
1/day—antimagic field, awaken, holy aura (DC 22)
STATISTICS
Str 19, Dex 17, Con 18, Int 17, Wis 17, Cha 19
Base Atk +12; +16; CMD 29
Feats Cleave, Improved Initiative, Iron Will, Power Attack, Toughness, Vital Strike
Skills Diplomacy +19, Fly +22, Intimidate +19, Knowledge (planes) +18, Knowledge (religion) +18, Perception +26, Sense Motive +22, Stealth +18, Survival +18
Racial Modifiers +4 Perception
Languages Celestial, Draconic, Infernal;
ECOLOGY
Environment any good-aligned plane
Organization solitary, pair, or squad (3–6)
Treasure double (+1 flaming greatsword, other treasure)
SPECIAL ABILITIES
Nature’s Pacifism (Ex) Animals and plant creatures do not willingly attack a movanic deva, though they can be forced to do so by magic. If the deva attacks a plant or animal, its protection against that creature ends.
Protected Life Force (Ex) Movanic devas are never harmed by positive-dominant or negative-dominant planar traits.
Monadic Deva
This angelic being has smooth skin, a muscular body, and large golden wings, and wields a large mace.
Monadic devas are stoic watchers of the Ethereal Plane and the Elemental Planes. They search those planes for fiendish enclaves, battle evil planar monsters such as xills, and act as celestial liaisons to the genies and elementals. They have been known to broker temporary peace between warring elemental factions, often using their inherent magic to end hostilities long enough for negotiations to take place. In the armies of the good planes, they are leaders and officers, and after centuries of service to a deity, they may be transformed into astral devas. Monadic devas like giving their maces names and proudly announcing them in battle with evil foes. Many of these weapons have seen battle for thousands of years and are quite battered. Younger devas may lend their weapons to good churches on the Material Plane so they can be used by great mortal heroes, though the angels eventually reclaim them after no more than a year and a day. A monadic deva is 7 feet tall and weighs 220 pounds.
NG Medium (, aquatic, , )
Init +8; Senses 60 ft., detect evil, ; Perception +29
Aura
DEFENSE
AC 27, touch 14, flat-footed 23 (+4 Dex, +13 natural; +4 deflection vs. evil)
hp 147 (14d10+70)
Fort +15, Ref +13, Will +10; +4 vs. poison; +4 resistance vs. evil
10/evil; acid, cold, electricity, fire, death effects, energy drain, petrification; 23
OFFENSE
Speed 40 ft., 90 ft. (good)
Melee +3 morningstar +22/+17/+12 (1d8+10 plus solid blow)
(CL 10th; concentration +14)
Constant—detect evil
At will—aid, charm monster (DC 18, elementals only), discern lies (DC 18), dispel evil (DC 19), dispel magic, holy smite (DC 18), invisibility (self only), plane shift (DC 19), remove curse, remove disease, remove fear
3/day—cure serious wounds, holy word (DC 21), mirror image
1/day—heal, hold monster (DC 19), holy aura (DC 22)
STATISTICS
Str 21, Dex 19, Con 18, Int 19, Wis 18, Cha 19
Base Atk +14; +19; CMD 33
Feats Alertness, Cleave, Great Fortitude, Improved Initiative, Iron Will, Power Attack, Toughness
Skills Diplomacy +21, Fly +25, Intimidate +21, Knowledge (planes) +21, Knowledge (religion) +21, Perception +29, Sense Motive +25, Stealth +21, Survival +21, Swim +27
Racial Modifiers +4 Perception
Languages Celestial, Draconic, Infernal;
SQ
ECOLOGY
Environment any good-aligned plane
Organization solitary, pair, or squad (3–6)
Treasure double (+3 morningstar, other treasure)
SPECIAL ABILITIES
Solid Blow (Su) If a monadic deva strikes an opponent twice in 1 round with its mace, that creature takes an extra 1d8+10 points of damage.
Astral Deva
This tall, human-like creature has long, feathery wings and a gentle inner radiance that makes it difficult to look directly at.
Astral devas are messengers of the gods of good. They watch over planar travelers and sponsor powerful mortals, pushing them to take on good causes. A typical astral deva looks human except for its wings, though some look like other humanoid races and a rare few have even more unusual forms. An astral deva is 7-1/2 feet tall and weighs 250 pounds. Astral devas are usually created by deities from the souls of good mortals, though some souls spontaneously transform into astral devas without the intervention of a deity. Their skills and abilities make them excellent scouts and elite agents for celestial armies. They often carry long, flowing scrolls upon which are writ messages and judgments from the gods. An astral deva’s scrolls frequently contain hints of prophecies and major events yet to come, and as such the devas are fiercely protective of the contents of these scrolls and let none, not even other astral devas, peruse them.
NG Medium (, , )
Init +8; Senses 60 ft., ; Perception +26
Aura
DEFENSE
AC 29, touch 14, flat-footed 25 (+4 Dex, +15 natural; +4 deflection vs. evil)
hp 172 (15d10+90)
Fort +16, Ref +13, Will +11; +4 vs. poison, +4 resistance vs. evil
Defensive Abilities ; 10/evil; acid, cold, petrification; electricity 10, fire 10; 25
OFFENSE
Speed 50 ft., 100 ft. (good)
Melee +2 disrupting warhammer +26/+21/+16 (1d8+14/×3 plus stun) or slam +23 (1d8+12)
(CL 13th; concentration +19)
At will—aid, 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 23), remove curse, remove disease, remove fear
7/day—cure light wounds, see invisibility
1/day—blade barrier (DC 22), heal
STATISTICS
Str 26, Dex 19, Con 21, Int 18, Wis 18, Cha 23
Base Atk +15; +23; CMD 37
Feats Alertness, Cleave, Great Fortitude, Improved Initiative, Iron Will, Power Attack, Toughness, Weapon Focus (warhammer)
Skills Acrobatics +22, Craft (any one) +22, Diplomacy +24, Fly +26, Intimidate +24, Knowledge (planes) +22, Knowledge (religion) +19, Perception +26, Sense Motive +26, Stealth +22
Languages Celestial, Draconic, Infernal;
SQ (alter self)
ECOLOGY
Environment any good-aligned plane
Organization solitary, pair, or squad (3–6)
Treasure double (+2 disrupting warhammer)
SPECIAL ABILITIES
Stun (Su) If an astral deva strikes an opponent twice in one round with its warhammer, that creature must succeed on a DC 25 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.
Uncanny Dodge (Ex) This ability functions identically to the rogue ability. If a deva gains uncanny dodge from a class level, he instead gains .
Planetar
Muscular, bald, and tall, this humanoid creature has emerald skin and two pairs of shining, white-feathered wings.
Planetars are the generals of celestial armies. A typical planetar stands 9 feet tall and weighs 500 pounds. They focus on combat and the destruction of evil; though they understand diplomacy, a planetar would rather lead the charge against an army of fiends than negotiate peace.
NG Large (, , )
Init +8; Senses 60 ft., detect evil, detect snares and pits, , true seeing; Perception +27
Aura
DEFENSE
AC 32, touch 13, flat-footed 28 (+4 Dex, +19 natural, –1 size; +4 deflection vs. evil)
hp 229 (17d10+136); 10 (evil weapons and effects)
Fort +19, Ref +11, Will +19; +4 vs. poison, +4 resistance vs. evil
10/evil; acid, cold, petrification; electricity 10, fire 10; 27
OFFENSE
Speed 30 ft., 90 ft. (good)
Melee +3 holy greatsword +27/+22/+17 (3d6+15/19–20) or slam +24 (2d8+12)
Space 10 ft.; Reach 10 ft.
(CL 16th; concentration +23)
Constant—detect evil, detect snares and pits, discern lies (DC 20), true seeing
At will—continual flame, dispel magic, holy smite (DC 21), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear (DC 18), speak with dead (DC 20)
3/day—blade barrier (DC 21), flame strike (DC 22), power word stun, raise dead, waves of fatigue
1/day—earthquake (DC 25), greater restoration, mass charm monster (DC 25), waves of exhaustion
Cleric Spells Prepared (CL 16th; concentration +23)
8th—earthquake (DC 25), fire storm (DC 25)
7th—holy word (DC 24), regenerate (2)
6th—banishment (DC 23), greater dispel magic, heal, mass cure moderate wounds (DC 23)
5th—break enchantment, dispel evil (2, DC 22), plane shift (DC 22), righteous might
4th—death ward, dismissal (DC 21), neutralize poison (DC 21), summon monster IV
3rd—cure serious wounds (2), daylight, invisibility purge, summon monster III, wind wall
2nd—align weapon (2), bear’s endurance (2), cure moderate wounds (2), eagle’s splendor
1st—bless (2), cure light wounds (4), shield of faith
0 (at will)—detect magic, purify food and drink, stabilize, virtue
STATISTICS
Str 27, Dex 19, Con 24, Int 22, Wis 25, Cha 24
Base Atk +17; +26; CMD 40
Feats Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Toughness
Skills Acrobatics +24, Craft (any one) +26, Diplomacy +27, Fly +26, Heal +24, Intimidate +27, Knowledge (history) +23, Knowledge (planes) +26, Knowledge (religion) +26, Perception +27, Sense Motive +27, Stealth +20
Languages Celestial, Draconic, Infernal;
SQ (alter self)
ECOLOGY
Environment any good-aligned plane
Organization solitary or pair
Treasure double (+3 holy greatsword)
SPECIAL ABILITIES
Spells Planetars cast divine spells as 16th-level clerics. They do not gain access to domains or other cleric abilities.
Empyrean
Light spills out through cracks in this humanoid being’s clothing and armor, and its four wings are composed of wispy blue light.
Empyreans are a race of ancient angels created by the gods before the dawn of mortalkind. Among the angelic hosts, empyreans serve outside of the usual chain of command. Standing 15 feet tall and clad in the trappings of mortality, which wrap their brilliant forms in a shape mortals and other angels can easily understand, empyreans are physical embodiments of the good energy of a deity or deific being, and they answer only to that higher power. While other angels arise from an amalgam of good souls or the soul of an ascended mortal, the birth of a new empyrean is a momentous event, for it occurs only if another empyrean is slain. To fill the void, the remaining empyreans temporarily become receptive to the energy of good deities other than their original progenitors, which can eventually cause an empyrean to split in two. The offspring empyrean shares many of the memories and personality traits of the original, but its power is influenced by the deity who sparked its creation. Empyreans serve as secret agents for deities—operatives who can be trusted to perform sensitive tasks, especially those that require a long view. Unlike solars, who often become slayers of great evils, empyreans rarely pick fights, but when they do, they prefer to use their deities’ favorite weapons.
EMPYREAN PARAGONS Empyrean paragons stand among the most powerful servants of good deities, and a given deity can have at most one paragon. Empyrean paragons vary from CR 23 to CR 30. Each paragon possesses a unique ability tied to its deity. The following are a few examples of such powers.
Paragon of the Dawn (Ex): The paragon glows like the sun, shining light in a radius of up to 1 mile. This light automatically shines through and dispels all effects with the darkness descriptor, and counts as true sunlight for all purposes (including harming undead that are vulnerable to sunlight).
Paragon of the Rose (Su): The paragon is surrounded by rose petals and songbirds. It gains a 30-foot aura that has the effects of euphoric tranquility and that affects creatures for as long as they remain in the aura and for 1d4 rounds thereafter. A creature that succeeds at its Will save ends the effect completely, but if the effect expires naturally, the creature can accept the effects of an atonement spell to change its alignment to neutral good. Either way, the creature is immune to this ability’s effects for 24 hours.
Paragon of the Shield (Ex): The paragon’s protective aura is extraordinarily powerful. It acts as a globe of invulnerability instead of a lesser globe of invulnerability, and all allies within the aura except the paragon take half damage from all attacks.
Paragon of the Sword (Sp, Su): The paragon’s blade is fueled by honor. The paragon is lawful good and gains bestow grace of the champion as a constant spell-like ability, except the paragon counts as a 20th-level paladin for the purposes of lay on hands and smite evil and gains the number of daily uses of each that it would as a 20th-level paladin.
NG Large (, , )
Init +12; Senses 60 ft., , detect evil, detect snares and pits, true seeing; Perception +38
Aura
DEFENSE
AC 38, touch 38, flat-footed 30 (+8 Dex, +7 insight, +14 sacred, –1 size; +4 deflection vs. evil)
hp 387 (25d10+250); 15 (evil artifacts)
Fort +24, Ref +18, Will +24; +4 vs. poison, +4 resistance vs. evil
Defensive Abilities heed no call, ; 15/ piercing and evil; acid, cold, petrification; electricity 10, fire 10; 31
OFFENSE
Speed 50 ft., 120 ft. (good)
Melee +1 holy merciful halberd +36/+31/+26/+21 (2d8+16/19–20/×3) or slam +34 (2d8+15)
Ranged +1 holy merciful composite longbow +33/+28/+23/+18 (2d6+11/×3)
Space 10 ft.; Reach 10 ft.
(CL 20th; concentration +27)
Constant—detect evil, detect snares and pits, discern lies (DC 21), true seeing
At will—aid, atonement, break enchantment, commune, continual flame, dimensional anchor, greater dispel magic, lesser restoration, mark of justice, neutralize poison, remove curse, remove disease, remove fear, resist energy, speak with dead
3/day—blade barrier (DC 23), dispel evil (DC 22), heal (DC 23), mass charm monster (DC 25), permanency, resurrection, sympathy (DC 25)
1/day—greater restoration, power word stun, wish
Cleric Spells Prepared (CL 20th; concentration +30)
9th—gate, mass heal (DC 29), miracle, overwhelming presence (DC 29), quickened righteous might
8th—antimagic field, discern location, quickened divine power, greater spell immunity, holy aura (DC 28)
7th—control weather, holy word (DC 27), greater scrying (DC 27), repulsion (DC 27), waves of ecstasy (DC 27)
6th—heal (DC 26), heroes’ feast, joyful rapture, quickened silence (DC 22), wind walk, word of recall
5th—breath of life, quickened divine favor, fickle winds, greater command (DC 25), plane shift (DC 25), serenity (DC 25)
4th—death ward, dismissal (DC 24), divine power, freedom of movement, greater magic weapon (2)
3rd—daylight, invisibility purge, locate object, prayer, stone shape, wind wall
2nd—consecrate, find traps, grace (2), make whole, remove paralysis, silence (DC 22)
1st—bless, divine favor, endure elements, obscuring mist (2), remove sickness, shield of faith
0 (at will)—create water, detect magic, guidance, purify food and drink
STATISTICS
Str 30, Dex 27, Con 30, Int 23, Wis 30, Cha 25
Base Atk +25; +36; CMD 75
Feats Combat Reflexes, Dazing Assault, Deadly Aim, Furious Focus, Improved Critical (halberd), Improved Initiative, Lightning Reflexes, Manyshot, Point-Blank Shot, Power Attack, Quicken Spell, Rapid Shot, Weapon Focus (halberd)
Skills Craft (any) +34, Diplomacy +35, Disguise +15, Fly +23, Heal +17, Knowledge (history, planes, religion) +34, Perception +38, Perform (any one) +35, Sense Motive +38, Spellcraft +31, Stealth +32, Use Magic Device +32
Languages Celestial, Draconic, Infernal;
SQ (alter self), empyrean insights, lucent arms, lucent body
ECOLOGY
Environment any good-aligned planes
Organization solitary
Treasure double (mwk halberd, mwk composite longbow [+10 Str], other treasure)
SPECIAL ABILITIES
Empyrean Insights (Ex) Empyreans have insight into the way creatures act, and it serves them well in battle. Empyreans gain an insight bonus to their Armor Class equal to their Charisma bonuses.
Heed No Call (Ex) Empyreans are ancient beyond measure and directly serve the gods. They are immune to all calling spells, unless they choose to allow themselves to be called.
Lucent Arms (Ex) An empyrean infuses its weapons with its own inner light. Any weapon an empyrean wields gains the holy and merciful special abilities. The empyrean can suppress the merciful special ability on command as normal. An empyrean needs no ammunition for its bow (or for any other ranged weapon it may possess), as it can simply fire arrows of light. An empyrean’s weapons count as having the brilliant energy special ability whenever it would be beneficial to the empyrean.
Lucent Body (Ex) Each empyrean is formed of the ancient essence of good. Its lucent body melds perfectly with its armor and clothing, forming a single whole. An empyrean gains a sacred bonus to its Armor Class equal to the total armor bonus of its infused armor (typically +14 from infused +5 full plate), but it suffers no restrictions or penalties for wearing armor. An empyrean can never gain an armor bonus or natural armor bonus to its Armor Class through any means.
Spells Empyreans can cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities.
Solar
This towering humanoid creature has shining topaz eyes, metallic skin, and three pairs of white wings.
Solars are the greatest type of angel, usually serving at the right hand of a deity or championing a cause that benefits an entire world or plane. A typical solar looks roughly human, though some physically resemble other humanoid races and a rare few have even more unusual forms. A solar stands about 9 feet tall and weighs about 500 pounds, with a strong, commanding voice that is impossible to ignore. Most have silvery or golden skin. Blessed with an array of magical powers and the spellcasting abilities of the most powerful clerics, solars are powerful opponents capable of single-handedly slaying mighty evils. They are the greatest trackers among the celestials, the most masterful of which are said to be able to track the days-old wake of a pit fiend flying through the Astral Plane. Some take on the mantle of monster-slayers and hunt powerful fiends and undead such as devourers, night hags, night shades, and pit fiends, even making forays into the evil planes and the Negative Energy Plane to destroy these creatures at their source before they can bring harm to mortals. A few very old solars have succeeded at this task and bear slayer-names of dread creatures that are now extinct by the solar’s hand.
Solars accept roles as guardians, usually of fundamental supernatural concepts, or objects or creatures of great importance. On one world, a group of solars patrols the energy conduits of the sun, alert for any attempts by evil races such as drow to snuff out the light and bring eternal darkness. On another, seven solars stand watch over seven mystical chains keeping evil gods bound within a prison demiplane. On yet another, a solar with a flaming sword stands watch over the original mortal paradise so that no creature may enter. In worlds where the gods cannot take physical form, they send solars to be their prophets and gurus (often pretending to be mortals), laying the foundation for cults that grow to become great religions. Likewise, in worlds oppressed by evil, solars are the secret priests who bring hope to the downtrodden, or in some cases allow themselves to be martyred so that their holy essence can explode outward to land and grow in the hearts of great heroes-to-be. Though they are not gods, the solars’ power approaches that of demigods, and they often have an advisory role for younger or weaker deities. In some polytheistic faiths, mortals worship one or more solars as aspects or near-equal servants of the true deities—never without the deity’s approval—or consider notable solars to be offspring, consorts, lovers, or spouses of true deities (which they may be, depending on the deity). Unlike other angels, most solars are created from an amalgam of good souls and raw divine energy to directly serve the gods, but an increasing number of these powerful angels have been “promoted” to their existence as solars from lesser creatures like planetars or devas. A few rare and powerful good souls ascend directly to the status of solar.
The oldest solars predate mortality and are among the gods’ first creations. These strange solars are paragons of their kind and have little direct interaction with mortals, focusing on the protection or destruction of abstract concepts such as gravity, dark matter, entropy, and primordial evil. Solars who spend a long time in the Material Plane, especially those in the guise of mortals, are sometimes the source of halfcelestial or aasimar bloodlines in mortal families, due either to romantic dalliances or simply the mortals’ proximity to celestial energy. Actual offspring are rare, and when they occur, it is always a mortal mother that bears the child—while solars can appear as either sex, the gods have not granted them the capacity for pregnancy or motherhood. Indeed, this fundamental truth is often what drives a solar to seek out a mortal lover. Since begetting a child upon a mortal is generally frowned upon by other solars, a solar father rarely interacts directly with the fate of his lover or child, so as to avoid bringing shame upon himself or his responsibilities. Yet such solars still watch over their progeny from afar, and in times of peril, they might even be moved to intercede to aid one of their endangered children, albeit in subtle and mysterious ways. All angels respect the power and wisdom of solars, and though these mightiest of angels usually work alone, they sometimes command multiple armies led by planetars, acting as great field marshals for massive incursions against the legions of Hell or the hordes of the Abyss.
NG Large (, , )
Init +9; Senses 60 ft., , detect evil, detect snares and pits, true seeing; Perception +33
Aura
DEFENSE
AC 44, touch 11, flat-footed 42 (+14 armor, +1 Dex, +1 dodge, +19 natural, –1 size; +4 deflection vs. evil)
hp 363 (22d10+242); 15 (evil artifacts, effects, and spells)
Fort +25, Ref +14, Will +23; +4 vs. poison, +4 resistance vs. evil
15/epic and evil; acid, cold, petrification; electricity 10, fire 10; 34
OFFENSE
Speed 50 ft., fly 150 ft. (good); 35 ft., 100 ft. (perfect) in armor
Melee +5 dancing greatsword +35/+30/+25/+20 (3d6+18) or slam +30 (2d8+13)
Ranged +5 composite longbow (+9 Str bonus) +31/+26/+21/+16 (2d6+14 plus slaying arrow)
Space 10 ft.; Reach 10 ft.
(CL 20th; concentration +27)
Constant—detect evil, detect snares and pits, discern lies (DC 21), true seeing
At will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead (DC 20), waves of fatigue
3/day—blade barrier (DC 23), earthquake (DC 25), heal, mass charm monster (DC 25), permanency, resurrection, waves of exhaustion
1/day—greater restoration, power word blind, power word kill, power word stun, prismatic spray (DC 24), wish
Cleric Spells Prepared (CL 20th; concentration +28)
9th—etherealness, mass heal, miracle, storm of vengeance (DC 27)
8th—fire storm (DC 26), holy aura (2) (DC 26), mass cure critical wounds (2)
7th—destruction (DC 25), dictum (DC 25), ethereal jaunt, holy word (DC 25), regenerate
6th—banishment (DC 24), heroes’ feast, mass cure moderate wounds, undeath to death (DC 24), word of recall
5th—break enchantment, breath of life, dispel evil (DC 23), plane shift (DC 23), righteous might, symbol of sleep (DC 23)
4th—cure critical wounds (3), death ward, dismissal (DC 22), neutralize poison (2) (DC 22)
3rd—cure serious wounds, daylight, invisibility purge, magic circle against evil, prayer, protection from energy, wind wall
2nd—align weapon, bear’s endurance, bull’s strength, consecrate, cure moderate wounds (2), eagle’s splendor
1st—bless, cure light wounds (3), divine favor, entropic shield, shield of faith
0 (at will)—detect magic, purify food and drink, stabilize, virtue
STATISTICS
Str 28, Dex 20, Con 30, Int 23, Wis 27, Cha 25
Base Atk +22; +32; CMD 47
Feats Cleave, Deadly Aim, Dodge, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack, Toughness
Skills Craft (any one) +31, Diplomacy +32, Fly +32, Knowledge (history) +31, Knowledge (nature) +31, Knowledge (planes) +31, Knowledge (religion) +31, Perception +33, Sense Motive +33, Spellcraft +31, Stealth +21, Survival +31
Languages Celestial, Draconic, Infernal;
SQ (alter self)
ECOLOGY
Environment any good-aligned plane
Organization solitary or pair
Treasure double (+5 full plate, +5 dancing greatsword, +5 composite longbow [+9 Str bonus])
SPECIAL ABILITIES
Spells Solars can cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities.
Slaying Arrow (Su) A solar’s bow needs no ammunition, and automatically creates a slaying arrow of the solar’s choice when drawn.