Elect Petitioner

A serene figure with a lustrous golden halo and feathered wings emanates an aura of divine righteousness, inviting you closer.

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.

In the celestial realm of Heaven, The Elect shine with an ethereal glow. They retain a semblance to their mortal selves but are distinguished by their golden halos and majestic feathered wings. Serving dutifully in heavenly tasks, these noble souls aspire for more. With dedication and purpose, they can rise higher, eventually joining the ranks of the revered archons.

CR 1 XP 400
Human petitioner (Elect)
LG 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
OFFENSE
Speed
30 ft., fly 30 ft. (average)
Melee slam +2 (1d4)
STATISTICS
Str
11, Dex 10, Con 13, Int 10, Wis 11, Cha 10
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
Heaven
Organization solitary, pair, group (3–12), or army (13 or more)
Treasure none
CREATING AN ELECT PETITIONER
 
 

Harbinger Archon

What appears to be a miniaturized orrery zips through the air, with thin, sharp blades flashing periodically from within.

Though counted among the least of the archons, harbingers nonetheless remain steadfast in their dedication to combating evil. These tiny beings serve as heralds and assistants for the forces of Heaven. While on the Material Plane, they advise mortals on how best to serve the causes of order and light. Some even venture to the other Outer Planes as minor ambassadors. Harbingers can also be bound into service as familiars, a role they accept eagerly, taking full responsibility for guiding their masters’ souls toward salvation. A spellcaster must have the Improved Familiar feat, a lawful good alignment, and be an arcane caster level of 7th or higher to gain a harbinger familiar. A harbinger resembles a whirling mechanical model of a planetary system. Its sun, moons, and planets are crafted of tiny glowing jewels whose color shifts with the harbinger’s mood. Electric arcs and sparks of magical essence dance between its whirling pieces. The harbinger can dismantle itself into its component parts to squeeze through tiny gaps, its rings dissolving into glowing vapor while its star and planets remain. Harbingers shed light as brightly as a torch under normal conditions, but can dim to a faint glow if desired, and frequently spin off bits of their essence into dancing lights. A harbinger archon’s voice resembles the ringing of a dozen tiny bells, and regardless of the language the archon speaks, it retains that tinkling musical quality. Most harbinger archons form from souls that led simple lives of wisdom and piety before their deaths. They remember nothing of their mortal existences, but retain a decidedly practical, if parochial, view of worldly matters. Only rarely does a harbinger want for a parable or proverb apropos to the task at hand.

CR 2 XP 600
LG
Tiny outsider (archon, extraplanar, good, lawful)
Init +6; Senses darkvision 60 ft., detect evil, low-light vision; Perception +7
DEFENSE
AC
16, touch 15, flat-footed 13 (+2 Dex, +1 dodge, +1 natural, +2 size)
hp 16 (3d10)
Fort +1, Ref +5, Will +4; +4 vs. poison
DR 5/evil; Immune electricity, petrification
OFFENSE
Speed
fly 50 ft. (perfect)
Melee 3 blades +4 (1d4–1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks wrath
Spell-Like Abilities (CL 6th; concentration +7)
Constant—detect evil
At will—dancing lights (duration lasts until dismissed)
3/day—cure light wounds, protection from evil
1/week—commune (CL 12th, 6 questions)
STATISTICS
Str
6, Dex 15, Con 11, Int 10, Wis 13, Cha 12
Base Atk +3; CMB +3; CMD 12
Feats Dodge, Improved Initiative
Skills Diplomacy +7, Fly +20, Knowledge (planes) +6, Knowledge (religion) +6, Perception +7, Sense Motive +7
Languages Celestial, Draconic, Infernal; truespeech
SQ disassemble, minor archon
ECOLOGY
Environment
any (Heaven)
Organization solitary, pair, or constellation (3–12)
Treasure none
SPECIAL ABILITIES
Blades (Ex)
A harbinger can extend blades from its body to strike with as primary natural attacks. These blades possess a +1 enhancement bonus on attack and damage rolls, and are treated as both magic and good-aligned for the purposes of penetrating damage reduction.
Disassemble (Su) As a move-equivalent action, a harbinger can break apart into its components. This is treated as gaseous form, except the archon retains its full flight speed and DR, and cannot fit through gaps smaller than 1 inch in diameter. Reforming into an orrery is a standard action.
Minor Archon (Ex) Harbinger archons lack the aura of menace and teleport abilities of more powerful archons.
Wrath (Su) Once per minute, a harbinger archon can emit a blast of energy that deals 2d6 points of force damage to adjacent creatures. A DC 12 Reflex save halves this damage. The harbinger can choose to omit any target from this blast that it desires, damaging only those foes it chooses. The save DC is Charisma-based.
 

Lantern Archon

Shedding a warm and calming radiance, this orb of light moves with a preternatural silence and otherworldly grace.

Friendly and curious beings, lantern archons eagerly converse with and assist other creatures. Their bodies, however, are merely globes of spiritual purity and pale light, and though they might interact with their surroundings through pure force of will, such interaction proves too weak to help with most physical tasks. Their evasive natures make them exceptional at scouting—at least in areas where strange lights aren’t unusual—relaying messages, and overwhelming enemies with surprise and group tactics. Although they appear fragile, their forms guard them against all but the most profane attacks. A lantern archon always glows, usually as bright as a torch. They have total control over the color of light they shed, and take great pleasure in modulating their colors and brightness in time to music or to entertain other creatures. Most lantern archons speak in airy, echoing voices, with tones that range from somber whispers to hurried chirping. Often, their light fluctuates along with their words or tones, punctuating their speech with sparks of light or gentle pulses. As a swift action, a lantern archon can dampen its light to that of a candle for 1 round. Only death can extinguish this light. As lantern archons never sleep or eat, they make excellent watchers and guardians. Lantern archons light many settlements in the celestial realms in lieu of mundane or magical illumination, serving as disguised sentinels always watchful for approaching evil. Small but fast and zealous, lantern archons make excellent support troops in celestial armies, swarming over weak opponents or teleporting en masse to flanking positions to cut off reinforcements or escape routes. These miniature archons work well together and know that there is great strength in numbers, uniting in times of need and desperation to form gestalts with greater control over their surroundings. Especially brave lantern archons might eventually be promoted into a more powerful kind of archon, but most are content with their status.

CR 2 XP 600
LG
Small outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (DC 13)
DEFENSE
AC
15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
hp 13 (2d10+2)
Fort +4, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification
OFFENSE
Speed
fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6)
Spell-Like Abilities (CL 3rd; concentration +3)
At will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)
STATISTICS
Str
1, Dex 11, Con 12, Int 6, Wis 11, Cha 10
Base Atk +2; CMB –4; CMD 6
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal; truespeech
SQ gestalt
ECOLOGY
Environment
any (Heaven)
Organization solitary, pair, or squad (3–6)
Treasure none
SPECIAL ABILITIES
Gestalt (Su)
Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.
Light Ray (Ex) A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.
LANTERN ARCHON GESTALT
LG
Large outsider (archon, extraplanar, good, lawful)
Init +11; Senses darkvision 60 ft., low-light vision; Perception +11
Aura aura of menace (DC 16)
DEFENSE
AC
21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, –1 size)
hp 68 (8d10+24)
Fort +9, Ref +13, Will +2
Defensive Abilities air mastery; DR 5/evil and magic; Immune electricity, elemental traits, petrification
OFFENSE
Speed
fly 100 ft. (perfect)
Melee 2 slams +14 (1d8+4)
Ranged 2 light rays +14 ranged touch (2d6)
Spell-Like Abilities (CL 3rd; concentration +3)
At will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)
Space 10 ft.; Reach 10 ft.
Special Attacks whirlwind (DC 18)
STATISTICS
Str
18, Dex 25, Con 16, Int 6, Wis 11, Cha 11
Base Atk +8, CMB +13; CMD 31
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility, Weapon Finesse
Skills Acrobatics +15, Escape Artist +15, Fly +21, Knowledge (planes) +5, Perception +11, Stealth +11
Languages Celestial, Draconic, Infernal; truespeech
SPECIAL ABILITIES
Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against a lantern archon gestalt.
Light Ray (Ex) A lantern archon gestalt can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type. These light rays cannot be used while the lantern archon gestalt is in whirlwind form.
 

Hound Archon

This canine-headed humanoid’s well-groomed appearance and polished greatsword show it to be more than a common beast.

Hound archons look like well-muscled humans with canine heads typically resembling those of noble-looking wolves or dogs. Well trained, they prefer to make use of their greatswords in battle, though they are equally adept with their natural weapons. Hound archons loathe killing mortals and prefer to disarm or incapacitate even evil individuals when they can. Against fiends and the irredeemably corrupt, though, they show no mercy. Hound archons are disciplined soldiers and sentinels. Occasionally good-aligned deities send them to watch over specific places and individuals they take a particular interest in. Under the guise of unassuming but friendly strays, such secret defenders might follow their ward or guard their post subtly for years. In Heaven’s armies, exceptional hound archon paladins lead their fellows into combat, taking on roles as captains and knights. They lead incursions against fiendish holdings, whether that entails strikes against daemonic fortresses or liberating the captives of night hag soul collectors. Such missions make hound archons perhaps the most likely celestials one might encounter upon the Lower Planes, and packs of swift-moving wolves occasionally reveal themselves to be welcome saviors to those lost within such realms. Regardless of their orders, hound archons universally exhibit a particular hatred of canine fiends, abandoning all mercy and going out of their way to put an end to the evils of barghests, glabrezus, yeth hounds, and similar depraved outsiders.

CR 4 XP 1,200
LG
Medium outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception +10
Aura aura of menace (DC 16), magic circle against evil
DEFENSE
AC 19, touch 10, flat-footed 19 (+9 natural; +2 deflection vs. evil)
hp 39 (6d10+6)
Fort +6, Ref +5, Will +5; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification; SR 15
OFFENSE
Speed
40 ft.
Melee bite +8 (1d8+3), slam +8 (1d4+1) or mwk greatsword +9/+4 (2d6+3), bite +3 (1d8+2)
Spell-Like Abilities (CL 6th; concentration +7)
Constant—detect evil, magic circle against evil
At will—aid, continual flame, greater teleport (self plus 50 lbs. of objects only), message
STATISTICS
Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12
Base Atk +6; CMB +8; CMD 18
Feats Improved Initiative, Iron Will, Power Attack
Skills Acrobatics +9, Intimidate +10, Perception +10, Sense Motive +10, Stealth +13, Survival +14
Racial Modifiers +4 Stealth, +4 Survival
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (beast shape II)
ECOLOGY
Environment
any (Heaven)
Organization solitary, pair, or squad (3–5)
Treasure standard (masterwork greatsword, other treasure)
SPECIAL ABILITIES
Change Shape (Su)
A hound archon can assume any canine form of Small to Large size, as if using beast shape II. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any dog-like or wolf-like creature of the animal type.
 

Legion Archon

This celestial knight bears a flaming blade as it flies through the air on metallic wings that seem to grow from its armor.

Where shield archons are the bulwarks of the armies of Heaven, legion archons are the swords, sent in file after file to match evil’s boundless hordes. Legion archons stand 6-1/2 feet in height and weigh 200 pounds. Beneath their helmets and armor, they have pale or nearly jet-black hairless skin. Their eyes burn bright with the flames of their faith, flaring brightest when they conjure forth their weapons. Regardless of the armor they choose to wear, their metallic wings merge with and extend beyond the armor, allowing them flight even when wearing the heaviest of protection. Despite their warlike mien, legion archons prefer errands of peace and mercy. Their masters dispatch unarmed legion archons as celestial envoys, though still clad in their heavenly armor. In this fashion, they spread the word and love of Heaven to widely scattered realms.

CR 7 XP 3,200
LG
Medium outsider (archon, extraplanar, good, lawful)
Init +1; Senses darkvision 60 ft. detect evil, low-light vision; Perception +13
Aura aura of menace (DC 17)
DEFENSE
AC
23, touch 11, flat-footed 22 (+9 armor, +1 Dex, +3 natural; +2 deflection vs. evil)
hp 76 (8d10+32)
Fort +10, Ref +3, Will +8; +4 vs. poison, +2 vs. evil
DR 10/evil; Immune electricity, petrification; SR 18
OFFENSE
Speed
40 ft., fly 90 ft. (average)
Melee +1 flaming burst greatsword +13/+8 (2d6+5/17–20 plus 1d6 fire)
Ranged +1 flaming javelin +10 (1d6+4 plus 1d6 fire)
Special Attacks flames of faith
Spell-Like Abilities (CL 8th; concentration +11)
Constant—detect evil, magic circle against evil
At will—aid, continual flame, greater teleport (self plus 50 lbs. of objects only), message
3/day—align weapon, mirror image, versatile weapon
STATISTICS
Str
16, Dex 12, Con 19, Int 10, Wis 15, Cha 17
Base Atk +8; CMB +11; CMD 22
Feats Improved Bull Rush, Improved Critical (greatsword)B, Power Attack, Vital Strike, Weapon Focus (greatsword), Whirlwind AttackB
Skills Diplomacy +14, Fly +12, Intimidate +14, Knowledge (religion) +11, Perception +13, Sense Motive +9, Survival +9
Languages Celestial, Draconic, Infernal; truespeech
SQ second skin
ECOLOGY
Environment
any (Heaven)
Organization solitary, pair, or squad (3–12)
Treasure standard (masterwork full plate, other treasure)
SPECIAL ABILITIES
Flames of Faith (Ex)
A legion archon can manifest a +1 flaming burst greatsword or +1 flaming javelin as a move-equivalent action. The legion archon’s sword vanishes if it leaves its hand, and its javelin vanishes after striking or missing its target.
Second Skin (Ex) A legion archon is proficient in all forms of armor. It takes no reduction to its speed or any armor check penalties from wearing any sort of armor. Most legion archons wear full plate armor.
 

Shield Archon

This armored giant is sheathed in metal from head to toe. One arm ends in a spear-like blade, the other in a massive shield.

Shield archons are the mighty rocks of celestial armies, withstanding waves of demons and devils without complaint. Though more than capable of tearing apart lesser demons and devils, their true strength lies in their ability to shrug off deadly attacks from superior opponents, giving their offense-oriented allies time to flank and overwhelm their mutual foes. Shield archons are 9 feet tall and weigh 800 pounds.

CR 10 XP 9,600
LG
Large outsider (archon, extraplanar, good, lawful)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +15
Aura aura of menace (DC 18), magic circle against evil
DEFENSE
AC
29, touch 10, flat-footed 28 (+9 armor, +1 Dex, +4 natural, +6 shield, –1 size) (+2 deflection vs. evil)
hp 112 (9d10+63)
Fort +13, Ref +7, Will +8; +4 vs. poison
DR 10/evil; Immune electricity, petrification; SR 21
OFFENSE
Speed
40 ft., fly 90 ft. (good); 30 ft., fly 60 ft. in armor
Melee +3 shortspear +16/+11 (1d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks transpose ally
Spell-Like Abilities (CL 9th; concentration +11)
Constant—magic circle against evil
At will—aid, greater teleport (self plus 50 lbs. of objects only), message
1/day—disrupting weapon, divine power, shield other
STATISTICS
Str
20, Dex 13, Con 25, Int 14, Wis 16, Cha 15
Base Atk +9; CMB +15; CMD 26 (30 vs. bull rush and trip)
Feats Combat Reflexes, Improved Initiative, Iron Will, Shield Focus, Stand Still, Weapon Specialization (shortspear)
Skills Diplomacy +14, Fly +0, Intimidate +14, Knowledge (religion) +14, Perception +15, Sense Motive +15, Stealth –6, Survival +15
Languages Celestial, Draconic, Infernal; truespeech
SQ spear and shield, stability
ECOLOGY
Environment
any (Heaven)
Organization solitary, pair, or squad (3–5)
Treasure standard (full plate, other treasure)
SPECIAL ABILITIES
Spear and Shield (Su)
At will as a free action, a shield archon can transform his hands into a +1 tower shield and a +3 shortspear, or either individually, or back to hands again. He cannot transform both hands into shields or both into shortspears. A shield archon never takes the typical –2 penalty on attack rolls while wielding a tower shield. A shield archon’s weapons cannot be disarmed, but they can be sundered. If a shield archon loses his spear or shield, he can manifest a new one as a full-round action. When a shield archon is slain, these two items fade away—they cannot be looted or wielded by any other creature.
Stability (Ex) Shield archons receive a +4 racial bonus to CMD when resisting a bull rush or trip attempt.
Transpose Ally (Su) Once per day as a standard action, a shield archon can teleport to the location of a willing (or unconscious) ally and immediately teleport that ally to the archon’s previous position, in effect switching places with the ally. The archon must have line of effect to the target.
 

Exscinder Archon

This massive humanoid figure has no mouth, and carries a burning sword that matches its flaming wings.

Exscinders are Heaven’s censors, scouring the planes for texts containing information too evil or dangerous to be allowed to exist. Exscinders care little for individual lives or everyday heresies, remaining staunchly focused on protecting mortalkind as a whole from corruption.

CR 12 XP 19,200
LG
Huge outsider (archon, extraplanar, good, lawful)
Init +8; Senses darkvision 60 ft., low-light vision, true seeing; Perception +28
DEFENSE
AC
29, touch 12, flat-footed 25 (+4 Dex, +17 natural, –2 size; +2 deflection vs. evil)
hp 147 (14d10+70)
Fort +16, Ref +10, Will +16; +4 vs. poison
DR 10/evil; Immune acid, cold, fire, electricity, petrification; SR 23
OFFENSE
Speed
30 ft., fly 90 ft. (good)
Melee +3 flaming longsword +25/+20/+15 (3d6+15/19–20 plus 1d6 fire)
Space 15 ft.; Reach 15 ft.
Special Attacks censor text
Spell-Like Abilities (CL 15th; concentration +20)
Constant—detect evil, true seeing
At will—cure light wounds, detect thoughts (DC 17), discern lies (DC 19), hold monster (DC 20), holy smite (DC 19), invisibility (self only), locate creature, locate object, modify memory (DC 19), protection from evil (DC 16), repress memory (DC 21), stabilize, zone of truth (DC 17)
3/day—dispel evil (DC 20), fireball (DC 18), flame strike (DC 20), plane shift (DC 20)
1/day—discern location (DC 23), find the path (DC 21)
STATISTICS
Str
30, Dex 19, Con 20, Int 16, Wis 25, Cha 21
Base Atk +14; CMB +26; CMD 40
Feats Alertness, Cleave, Combat Reflexes, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack
Skills Intimidate +22, Knowledge (arcana, history, planes, religion) +20, Knowledge (geography) +17, Linguistics +10, Perception +28, Sense Motive +28, Spellcraft +10
Languages Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Infernal; telepathy 100 ft., truespeech
SQ change size, no breath
ECOLOGY
Environment
any (Heaven)
Organization solitary, pair, or inquisition (3–6)
Treasure standard (+3 flaming longsword, other treasure)
SPECIAL ABILITIES
Censor Text (Su)
An exscinder can attempt to magically steal or modify any text within 100 feet as a standard action. Against an unattended text, it automatically succeeds. A creature in possession of a text can attempt a DC 22 Will save to negate this ability. A stolen text teleports directly into the exscinder’s hand. A modified text is permanently revised according to the exscinder’s wishes—this change is detectable with magic, but can’t be dispelled or reversed short of a wish or miracle. The save DC is Charisma-based.
Change Size (Su) An exscinder can change its form to a Large, Medium, or Small version of itself. This does not change its ability scores; it adjusts only its size (and thus its weapon damage).
 

Trumpet Archon

Lithe and beautiful, with skin the color of marble, this being hovers upon powerful, white wings and radiates a sense of serenity.

Messengers of good deities and mighty celestials, trumpet archons serve as the vanguard of divine armies and rally the legions of heaven to war. When lawful good deities have the need to communicate directly with a group of mortals, they often send trumpet archons to act as their intermediaries. Trumpet archons speak with clear, musical voices. Their otherworldly eyes are white and pupilless. All trumpet archons carry a gleaming magical trumpet or horn with which they create wondrous music, sound calls to other archons, paralyze enemies, or defend the virtuous. They typically adorn their trumpet with the standard of their liege.

CR 14 XP 38,400
LG
Medium outsider (archon, extraplanar, good, lawful)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +22
Aura aura of menace (DC 22), magic circle against evil
DEFENSE
AC 27, touch 13, flat-footed 24 (+3 Dex, +14 natural; +2 deflection vs. evil)
hp 175 (14d10+98)
Fort +16, Ref +9, Will +14; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification; SR 25
OFFENSE
Speed
40 ft., fly 90 ft. (good)
Melee +4 greatsword +23/+18/+13 (2d6+11/19–20)
Special Attacks trumpet
Spell-Like Abilities (CL 14th; concentration +17)
Constant—magic circle against evil
At will—aid
, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only), message
Cleric Spells Prepared (CL 14th; concentration +19)
7th—mass cure serious wounds (2)
6th—banishment (DC 21), heal (2)
5th—dispel evil (DC 20), mass cure light wounds, plane shift (DC 20), raise dead
4th—dismissal (DC 19), divine power, neutralize poison (DC 19), spell immunity
3rd—cure serious wounds, daylight, invisibility purge, magic vestment, protection from energy
2nd—bull’s strength, consecrate, cure moderate wounds (2), lesser restoration (2), owl’s wisdom
1st—bless, cure light wounds (3), divine favor, sanctuary (DC 16), shield of faith
0 (at will)—detect magic, purify food and drink, stabilize, virtue
STATISTICS
Str 20, Dex 17, Con 25, Int 16, Wis 20, Cha 17
Base Atk +14; CMB +19; CMD 32
Feats Blind-Fight, Cleave, Combat Reflexes, Improved Initiative, Lightning Reflexes, Persuasive, Power Attack
Skills Diplomacy +24, Escape Artist +17, Fly +24, Handle Animal +20, Knowledge (religion) +20, Perception +22, Perform (wind instruments) +20, Sense Motive +24, Stealth +20
Languages Celestial, Draconic, Infernal; truespeech
ECOLOGY
Environment
any (Heaven)
Organization solitary, pair, or squad (3–5)
Treasure standard
SPECIAL ABILITIES
Spells
Trumpet archons can cast divine spells as 14th-level clerics. They do not gain access to domains or other cleric abilities.
Trumpet (Su) All creatures except archons within 100 feet of the trumpet’s blast must succeed on a DC 19 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based. The archon can also command its trumpet to become a +4 greatsword as a free action. Out of the archon’s hands, it is a chunk of useless metal.
 

Paradise Dragon

This sleek dragon carries itself with regal dignity. Its eyes glow with heavenly light.

Paradise dragons create holy sanctums of light and harmony to shield their followers from the multiverse’s evil.

FULL INTERACTIVE CODE COMING SOON

WYRMLINGVERY YOUNGYOUNGJUVENILEYOUNG ADULTADULTMATURE ADULTOLDVERY OLDANCIENTWYRMGREAT WYRM
LG
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
 

Gate Archon

This masked humanoid being has wings and armor of rune-carved gray stone, and its eyes glow blue.

Gate archons stand in silent vigils over interplanar portals.

CR 17 XP 102,400
LG
Medium outsider (archon, extraplanar, good, lawful)
Init +3; Senses darkvision 60 ft., true seeing; Perception +26
Aura aura of menace (30 ft., DC 23, 10 rounds)
DEFENSE
AC
33, touch 14, flat-footed 29 (+9 armor, +3 Dex, +1 dodge, +10 natural; +2 deflection vs. evil)
hp 263 (17d10+170); regeneration 10 (evil weapons and effects)
Fort +20, Ref +8, Will +16; +4 vs. poison
DR 10/evil; Immune electricity, fear, petrification; SR 28
OFFENSE
Speed
20 ft., fly 90 ft. (good)
Melee +3 conductive greatsword +30/+25/+20/+15 (2d6+18/17–20), 2 wings +22 (1d4+5)
Spell-Like Abilities (CL 17th; concentration +22)
Constant—nondetection, statue, true seeing
At will—bestow curse (DC 18), detect evil, dimensional anchor, dismissal (DC 19), greater teleport (self plus 50 lbs. of objects only)
3/day—calcific touch (DC 19), glyph of warding (DC 18), plane shift (DC 20)
1/day—gate
Cleric Spells Prepared (CL 17th; concentration +23)
9th—mass heal (DC 24)
8th—dimensional lock, greater spell immunity
7th—greater scrying (DC 22), holy word (2, DC 22)
6th—antilife shell, banishment (2, DC 22), blade barrier (DC 21), greater dispel magic, heal
5th—break enchantment (2), breath of life, dispel evil (DC 20), righteous might, wall of stone
4th—blessing of fervor, divine power, freedom of movement, greater magic weapon, neutralize poison
3rd—daylight, dispel magic, prayer (2), searing light
2nd—calm emotions (DC 17), consecrate, eagle’s splendor, owl’s wisdom, remove paralysis, silence (DC 17)
1st—divine favor, entropic shield, obscuring mist, protection from evil, remove fear, shield of faith  
0 (at will)—detect magic, guidance, light, stabilize
STATISTICS
Str
30, Dex 17, Con 31, Int 18, Wis 22, Cha 21
Base Atk +17; CMB +27; CMD 41
Feats Combat Expertise, Dodge, Improved Critical (greatsword), Lunge, Mobility, Power Attack, Shield of Swings, Spring Attack, Whirlwind Attack
Skills Acrobatics +17 (+13 when jumping), Fly +24, Intimidate +25, Knowledge (planes) +24, Perception +26, Sense Motive +26, Spellcraft +24, Stealth +20, Survival +26, Use Magic Device +25
Languages Celestial, Draconic, Infernal; truespeech
SQ graven wings, stoneblade
ECOLOGY
Environment
any (Heaven)
Organization solitary or pair
Treasure standard (mithral full plate, +3 conductive greatsword, other treasure)
SPECIAL ABILITIES
Graven Wings (Ex, Sp)
A gate archon can inscribe a glyph of warding onto its wings; this glyph can be triggered only when the archon is using its statue form.
Stoneblade (Ex, Su) A gate archon can create a +3 conductive greatsword as a full-round action. A stoneblade crumbles to dust if the archon dies or crafts a new sword.
 

Star Archon

This powerful humanoid floats in the air on a nimbus of pearly light. He grips a golden starknife in one hand.

Star archons are the tacticians and strategists of Heaven. Gifted with insight and powerful magic, they spend much of their time steering long-term plans for Heaven’s armies and good folk in the world.

CR 19 XP 204,800
LG
Large outsider (archon, extraplanar, good, lawful)
Init +8; Senses darkvision 60 ft., low-light vision, detect evil, true seeing; Perception +29
Aura aura of courage, aura of menace (DC 27), magic circle against evil
DEFENSE
AC
34, touch 11, flat-footed 32 (+9 armor, +1 Dex, +1 dodge, +12 natural, +2 shield, –1 size) (+2 deflection vs. evil)
hp 294 (19d10+190); regeneration 10 (evil weapons and effects)
Fort +21, Ref +17, Will +15; +4 vs. poison
Defensive Abilities explosive rebirth; DR 10/evil; Immune electricity, fire, charm, compulsion, fear, petrification; SR 30
OFFENSE
Speed
40 ft., fly 120 ft. (good); 30 ft. (fly 90 ft.) in armor
Melee +5 holy starknife +29/+24/+19/+14 (1d6+12/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks smite evil 1/day (+6 attack and AC, +19 damage)
Spell-Like Abilities (CL 19th; concentration +25)
Constant—detect evil, magic circle against evil, true seeing
At will—aid, continual flame, greater teleport (self plus 50 lbs. of objects only), message, sunbeam (DC 23)
1/day—meteor swarm (DC 25), polar ray (DC 24), prismatic spray (DC 23), sunburst (DC 24)
Cleric Spells Prepared (CL 19th; concentration +26)
9th—implosion (DC 26), mass heal, miracle
8th—dimensional lock, fire storm (DC 25), holy aura (DC 25)
7th—destruction (2, DC 24), holy word (2, DC 24), resurrection
6th—greater dispel magic, heal, mass cure moderate wounds (3)
5th—break enchantment (2), breath of life (2), flame strike (DC 22)
4th—cure critical wounds (3), death ward, divine power
3rd—cure serious wounds (3), dispel magic (2), invisibility purge
2nd—cure moderate wounds (4), eagle’s splendor, status
1st—cure light wounds (4), divine favor, sanctuary (DC 18)
0 (at will)—guidance, resistance, stabilize, virtue
STATISTICS
Str
24, Dex 19, Con 31, Int 20, Wis 24, Cha 23
Base Atk +19; CMB +27; CMD 42
Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Stand Still
Skills Diplomacy +28, Fly +20, Heal +16, Intimidate +28, Knowledge (arcana and engineering) +14, Knowledge (history and nature) +18, Knowledge (religion) +24, Perception +29, Sense Motive +29, Spellcraft +24, Stealth +14, Survival +17
Languages Celestial, Draconic, Infernal; truespeech
ECOLOGY
Environment
any (Heaven)
Organization solitary or pair
Treasure double (full plate, heavy steel shield, +5 holy starknife)
SPECIAL ABILITIES
Explosive Rebirth (Su)
When killed, a star archon explodes in a blinding flash of energy that deals 50 points of damage (half fire, half holy damage) to anything within 100 feet (Reflex DC 29 half). The save DC is Constitution-based. The slain archon reincarnates 1d4 rounds later as an advanced shield archon.
Spells Star archons cast divine spells as 19th-level clerics. They do not gain access to domains or other cleric abilities.
 

Empyreal Lord, Ragathiel

This towering angelic general has five wings of fire, a flaming bastard sword, and resplendent golden armor.

Ragathiel is the son of the archdevil Dispater and a demigoddess of flame. He rejected his father’s evil, losing his sixth wing to the archdevil’s wrath, and escaped to Heaven, where he spent several millennia attempting to prove himself to the heavenly hosts and the other empyreal lords. Though many empyreal lords still find him far more bloodthirsty than they would prefer, the many centuries have proven Ragathiel’s honor, loyalty, and determination time and again, and the other empyreal lords have come to trust his word completely. Now Ragathiel leads the war against Hell as the General of Vengeance. He is not content to plan from the sidelines and allow his forces to succeed or fail on the strength of his strategies alone. Instead, he leads by example from the forefront of his army, a shining figure of golden flame daring any foe to confront him and hewing through the ranks of devils to create a vulnerable area in the otherwise perfect infernal formation where his own armies then strike. Thus far, his strategy has served him well, as the archdevils prefer self-preservation to risking themselves in a direct confrontation with the General of Vengeance—but it won’t take too many more successful forays before Barbatos moves to take decisive action, possibly bolstered by the forces of Ragathiel’s father, Dispater.  Ragathiel’s domain is a magnificent, towering fortress of steel and silver that stands upon the lower slopes of Heaven. The domain is simply named Ragathiel’s Fortress, as the General of Vengeance has no use for a fancier appellation. There is beauty to be found in the fortress’s design, but it is the sort of beauty and elegance of design and functionality that would be lauded by engineers and military tacticians, rather than artists and poets; Ragathiel specifically built his fortress to withstand a thousand-year siege and prevent ingress into Heaven for that entire duration, even by hosts of enemies that, like most evil outsiders, have access to teleportation magic.

RAGATHIEL’S FAITH
Ragathiel’s worshipers number among them crusading knights and soldiers for justice, as well as oath-takers and those who have been grievously wronged by evil and now seek righteous vengeance. His followers must deal with the fundamental paradox of his faith: unlike those who worship forgiving empyreal lords such as Arshea or Korada, Ragathiel’s chosen fight against evil foes unwaveringly and usually without offering second chances, and yet the General of Vengeance rose to his place from the depths of Hell itself. Most worshipers don’t see this as hypocrisy but rather as a sign that the impetus for redemption must come from the former sinner, and even then not merely as an excuse to escape punishment for their sins. Thus, they don’t take the initiative to offer opportunities for redemption to evildoers, but they listen carefully, if skeptically, to any who come seeking such a chance. For his part, Ragathiel empathizes with the moral dilemmas of his followers, as he constantly struggles with his own darker impulses. Thus, while he is unforgiving to his foes, he is particularly forgiving when it comes to lapses of judgment from his followers, allowing a wrathful paladin atonement when others might not. Certain other faiths are quick to interpret this willingness to “bend the rules” for certain circumstances involving paladins who, perhaps, go too far in pursuing their faith’s goals as weakness in Ragathiel, and worry that there may be a little too much of his diabolic father lingering in his veins. Ragathiel has little need for pomp and circumstance in his worship, favoring utilitarian places like battlegrounds, fortresses, and war rooms as sacred spaces.  Ragathiel’s holy symbol is a bastard sword across a crimson wing. His favored weapon is the bastard sword. His clerics have access to the domains of Destruction, Good, Law, and Nobility, and the subdomains of Archon, Judgment, Martyr, and Rage.

CR 26 XP 2,457,600
LG
Huge outsider (angel, extraplanar, good, lawful)
        Within Ragathiel’s Fortress?  Yes/No
Init +13; Senses blindsense 60 ft., darkvision 60 ft., detect evil, low-light vision, true seeing; Perception +40
Aura holy aura (DC 27), primal aura (30 ft.), protective aura
DEFENSE
AC
44, touch 30, flat-footed 35 (+14 armor, +4 deflection, +9 Dex, +9 sacred, –2 size)
hp 604 (31d10+434); regeneration 20 (deific or mythic)
Fort +35, Ref +23, Will +27; +4 vs. poison
Defensive Abilities golden armor, righteous mantle; DR 20/epic and evil; Immune ability damage, ability drain, acid, charm effects, cold, compulsion effects, death effects, energy drain, fire, petrification; Resist electricity 30; SR 37
OFFENSE
Speed
50 ft., fly 90 ft. (good)
Melee +5 evil-outsider-bane flaming burst holy bastard sword +46/+41/+36/+31 (3d8+21/17–20), 5 wings +35 (1d8+5 plus 1d6 fire)
Space 15 ft.; Reach 15 ft.
Special Attacks burning wings, devil’s end, smite evil (7/day)
Spell-Like Abilities (CL 26th; concentration +35)
Constant—detect evil, holy aura (DC 27), true seeing
At will—bestow grace, fire of judgment (DC 22), geas/quest, greater dispel magic, greater teleport, holy word (DC 26), mark of justice, shield other
3/day—banishment (DC 26), quickened blade barrier (DC 25), blessing of fervor, discern location, heal
1/day—gate, meteor swarm (DC 28), time stop
STATISTICS
Str
32, Dex 28, Con 39, Int 23, Wis 22, Cha 29
Base Atk +31; CMB +44 (+48 sunder); CMD 76 (78 vs. sunder)
Feats Combat Reflexes, Critical Focus, Dazzling Display, Greater Spell Penetration, Greater Sunder, Improved Critical (bastard sword), Improved Initiative, Improved Sunder, Intimidating Prowess, Power Attack, Quicken Spell-Like Ability (blade barrier), Shatter Defenses, Stand Still, Spell Penetration, Staggering Critical, Weapon Focus (bastard sword)
Skills Acrobatics +40, Bluff +43, Fly +43, Intimidate +54, Knowledge (nobility) +37, Knowledge (planes, religion) +40, Perception +40, Ride +40, Sense Motive +40, Stealth +35, Survival +40
Languages Celestial, Infernal; telepathy 300 ft.; truespeech
SQ lay on hands (17d6, 10/day), seed of life
ECOLOGY
Environment
any (Heaven)
Organization solitary (unique)
Treasure triple (+5 evil-outsider-bane flaming burst holy bastard sword, +5 full plate, other treasure)
SPECIAL ABILITIES
Burning Wings (Su)
A creature damaged by Ragathiel’s burning wings must succeed at a DC 39 Reflex save or catch fire. The save DC is Constitution-based.
Devils’ End (Ex) Ragathiel gains a +4 bonus on caster level checks against devils and on saving throws against their spells, as well as to the DCs of his own supernatural abilities and spell-like abilities against devils. Against his father, Dispater, this bonus increases to +8.
Golden Armor (Ex) Ragathiel is never hindered by his +5 full plate, and is considered to be not wearing armor for the purposes of his maximum Dexterity bonus to Armor Class, his armor check penalty, and his speed.
Lay On Hands (Su) Ragathiel can heal wounds (his own or those of others) by touch. He can apply any paladin mercy to his lay on hands ability, and can use this ability on himself even when a condition or effect would otherwise deny him actions on his turn. Using this ability is a standard action, unless Ragathiel targets himself, in which case it is a swift action. Alternatively, Ragathiel can use this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Primal Aura (Su) As a free action with Ragathiel’s permission, any ally within Ragathiel’s primal aura can spend two uses of Ragathiel’s smite evil (or four uses of lay on hands) to instantly grant each ally within the aura the benefits of Ragathiel’s smite evil against an enemy of that ally’s choice.
Righteous Mantle (Ex) Ragathiel inherited an affinity for fire from his mother. Fire heals Ragathiel a number of hit points equal to the amount of damage it would have dealt. Any fire damage dealt by Ragathiel ignores evil outsiders’ fire resistance and immunity to fire, and deals double damage to devils. Ragathiel gains a sacred bonus to Armor Class equal to his Charisma bonus. Whenever Ragathiel receives magical healing, he has 2 additional hit points restored per die rolled.
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.
Smite Evil (Su) Ragathiel can smite evil as a 20th-level paladin, but his smite deals extra damage only on the first hit against evil outsiders (not evil dragons or undead). He can trade two uses of lay on hands for an additional use of smite evil as many times per day as he wishes, provided he has enough uses of lay on hands available to do so.
 

Empyreal Lord, Vildeis

This red-winged angel is blindfolded and wrapped with bloody bandages. What shows of her flesh is scarred with celestial runes.

Also known as the Cardinal Martyr, Vildeis endlessly sacrifices herself in penitence for the sins of the multiverse, every battle against evil giving her body one more wound with which she might shed bloody tears for existence. When Vildeis emerged from the Heavens, she was a being of sublime beauty, but of a majesty so delicate that she couldn’t suffer the sight or even the thought of evil. Within an hour of her birth, she had put out her own eyes, refusing to even gaze upon a reality tainted by sin. Since the first self-inflicted wound marred her once-perfect body, she has struggled against evil in all its forms. Denying herself home or rest, Vildeis harrows the wildest reaches of the multiverse, driving back the expansions of foul realms and slaying those who would do wicked deeds. Vildeis has no home among the planes, and forgoes any comforts—even those as basic as shelter or company—so long as there is evil afoot in the multiverse. Such makes her one of the most aloof empyreal lords, but also one of the most storied. Across the planes, legends tell of pitched battles, desperate last stands, and near massacres turned in the favor of the innocent by the sudden appearance of Vildeis herself, bloody-winged and avenging. While such miraculous rescues have more to do with happenstance then omniscience, they nonetheless inflame the passions of the righteous across countless worlds. Those who seek to encounter the empyreal lord of devotion, sacrifice, and scars must follow rumors of her passing, usually spoken by awed beings and crippled fiends along the fringes of reality’s darkest outlands. Nearly as well known as the Cardinal Martyr herself are her morbid trappings—miles of stained bandages, scars etched and re-etched in the shapes of celestial runes, and a dagger that drips with her blood as often as that of her enemies. Of these, her dagger Cicatrix is the most infamous, a black blade like a thorn dropped from some gigantic iron rose, which the empyreal lord used to blind herself. Tales tell that she uses her blade not just to slay the wicked and share her blindness, but to carve the runes that crisscross her body upon others, infusing them with the compulsion to battle evil even if previously there was no such desire.

VILDEIS’S FAITH
Vildeis is the patron of devotion, sacrifice, and scars. Those who follow her number among the most zealous crusaders, the most unshakable priests, and the most incorruptible judges. They view their goddess as an exemplar and a leader who sacrifices for them in ways they can never match. Vildeis, and by extension her worshipers, is extremely strict when it comes to adhering to her tenets of living an austere and principled life wholly devoted to combating evil. Those who diverge from Vildeis’s teachings are expelled from her orders, but encouraged to do good in the world under the service of gentler masters. Though Vildeis doesn’t expect all of her followers to perform the same self-mortification that she does, tattoos, scarification, and flagellation are common among her servants, especially her most devoted priests. Even those who don’t engage in ritual bloodletting typically wear long red ribbons, symbolic of the empyreal lord’s eternal wounds. Vildeis’s holy symbol is a scarred golden breastplate. Her favored weapon is the dagger. Her clerics have access to the Destruction, Good, Healing, and Law domains, and to the Rage and Resurrection subdomains.

CR 28 XP 4,915,200
LG
Large outsider (angel, extraplanar, good, lawful)
        Within Vildeis's nomadic realm?  Yes/No
Init +13; Senses blindsense 120 ft., darkvision 60 ft., detect evil, true seeing, zealous vision; Perception +42
Aura primal (30 ft.), protective aura
DEFENSE
AC
44, touch 19, flat-footed 34 (+9 Dex, +1 dodge, +25 natural, –1 size; +4 deflection vs. evil)
hp 610 (33d10+429); regeneration 10 (evil artifacts, effects, and spells)
Fort +31, Ref +20, Will +26; +4 vs. poison, +4 resistance vs. evil
DR 15/epic and evil; Immune ability damage, ability drain, acid, bleed, charm effects, compulsion effects, cold, death effects, energy drain, petrification; Resist electricity 30, fire 30
OFFENSE
Speed
40 ft., fly 60 ft. (average)
Melee Cicatrix +50/+45/+40/+35 (1d6+17/17–20 plus 1 bleed and 2d6 vicious)
Ranged Cicatrix +47 (1d6+17/17–20 plus 1 bleed)
Space 10 ft.; Reach 10 ft.
Special Attacks smite evil 7/day (+5 attack and AC, +20 damage, disintegrate evil outsiders)
Spell-Like Abilities (CL 20th; concentration +25)
Constant—detect evil, true seeing
At will—command (DC 16), greater teleport, haste, paladin’s sacrifice, pain strike (DC 18)
3/day—discern location, geas/quest (DC 21), heal, holy word (DC 22), mark of justice (DC 20), mass pain strike (DC 20), searing light
Paladin Spells Prepared (CL 20th; concentration +25)
4th—blaze of glory (DC 19), break enchantment, death ward, king’s castle
3rd—dispel magic, fires of judgment (DC 18), prayer, righteous vigor
2nd—bull’s strength, corruption resistance, litany of warding, remove paralysis, shield other
1st—divine favor (3), hero’s defiance, lesser restoration (2)
STATISTICS
Str
35, Dex 29, Con 37, Int 18, Wis 22, Cha 21
Base Atk +33; CMB +46; CMD 66
Feats Blinding Critical, Combat Casting, Combat Reflexes, Critical Focus, Deadly Aim, Dodge, Flyby Attack, Improved Critical (dagger), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Power Attack, Spell Penetration, Step Up, Vital Strike, Weapon Focus (dagger)
Skills Acrobatics +45, Bluff +41, Fly +26, Heal +23, Intimidate +41, Knowledge (planes) +40, Knowledge (religion) +40, Perception +42, Sense Motive +42, Sleight of Hand +45, Stealth +41
Languages Celestial, Draconic; truespeech
SQ lay on hands (16d6, 25/day), seed of life
ECOLOGY
Environment
any (Heaven)
Organization unique
Treasure standard (Cicatrix, other treasure)
SPECIAL ABILITIES
Lay On Hands (Su) Vildeis can heal wounds (her own or those of others) by touch. Using this ability is a standard action, unless Vildeis targets herself, in which case it is a swift action. Alternatively, Vildeis can use this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Nomadic (Ex) Vildeis, unlike many empyreal lords, does not keep a static empyreal realm. Instead, Vildeis is nomadic, taking the fight to evil wherever it is found. As a swift action once per day, Vildeis can designate a region on the plane she current inhabits to serve as her territory—this region cannot include any area currently claimed by another empyreal lord, demigod (such as archdevils or demon lords) or deity as part of a planar realm. The area of the territory can vary, but it never extends more than 100 miles from the point Vildeis selected as the center of her territory. The next time Vildeis uses this ability to generate a planar territory, it cannot overlap any region that served her as a planar territory within the previous 24 hours. Within this planar territory, Vildeis enjoys the full benefits of an empyreal realm, including the ability to use mythic spell-like abilities and the mythic power ability.
Primal Aura (Su) Whenever Vildeis would be affected by a bleed effect, all enemies within 30 feet gain that bleeding condition instead, as though they were the effect’s original targets (no saving throw, creatures immune to bleeding are immune to this effect). The Heal DC to stop this bleeding is 25.
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.
Smite Evil (Su) Vildeis can smite evil as a 20th-level paladin. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to disintegrate, using Vildeis’s paladin level as the caster level. After the disintegrate effect and the damage from the attack are resolved, the smite effect immediately ends.
Spells Vildeis casts spells as a 20th-level paladin.
Zealous Vision (Su) Vildeis automatically pinpoints the location of any evil creature within 1,000 feet of her.
CICATRIX
When Vildeis reached for a tool to permanently put an end to her sight so she no longer had to bear witness to the evils of the multiverse, her hand fell upon Cicatrix. Although even she doesn’t know who or what placed the black blade within her grasp, in the ages since it put out its mistress’s eyes, the blade has rarely left Vildeis’s hand. Cicatrix is a +5 holy returning vicious dagger that counts as both cold iron and silver. Any time Cicatrix deals damage, the creature struck must attempt a DC 25 Will save. If it fails, the wielder instantly knows that creature’s alignment and can listen to its surface thoughts, as detect thoughts. If the wielder chooses, she can then force the creature to attempt a DC 25 Will save; if the creature fails its saving throw, the wielder may blind the target (as blindness/deafness) or inscribe a martyr’s mark upon the target. Inscribing a martyr’s mark means the wielder takes the damage from the attack instead of the target; the martyr’s mark is triggered like a mark of justice, but activates a geas/quest of the wielder’s choosing instead of bestow curse. A martyr’s mark can be removed as if it were a mark of justice.
Destruction Cicatrix is destroyed if an evil outsider of CR 20 or higher uses the blade to sacrifice itself to save a good outsider’s life.