Empyreal
This creature resembles a man-sized column of white fire. Within the burning fires seems to be a winged humanoid-shaped creature dressed in shining armor.
Empyreal (CR 15)
Large Outsider (Angel, Extraplanar, Good, Lawful)Alignment: Lawful Good
Initiative: +8
Senses: Darkvision 60 feet, Detect Evil, Low-Light Vision; Perception +28
Aura: aura of goodness, protective aura
Speed: 40 feet, Fly 70 feet (good)
Space: 10 feet
Defense
Armor Class: 27, touch 13, flat-footed 23 (+4 Dex, +14 natural, -1 size| +4 deflection vs. evil)Hit Points: 136 (13d10+65)
Saving Throws: Fort +15, Ref +12, Will +8; +4 vs. poison, +4 resistance vs. evil
Damage Reduction: 10/evil
Immunity: acid, cold, petrification, death effects
Energy Resistance: electricity 10, fire 10
Spell Resistance: 26
Offense
Melee: +3 flaming longsword +23/+18/+13 (1d8+10 plus 1d6 fire)Reach: 10 feet
Special Attacks: radiant blast
Spell-Like Abilities (CL 13th):
- Constant- Detect Evil
- At Will- Aid, Continual Flame, Discern Lies (DC 19), Dispel Magic, Holy Smite (DC 19), Invisibility (self only), Plane Shift (DC 22), Remove Curse (DC 19), Remove Disease (DC 18), Remove Fear (DC 16)
- 5/day- Cure Moderate Wounds
- 3/day- Blade Barrier (DC 21), Cure Serious Wounds, Flame Strike (DC 20), Scorching Ray (3 rays)
- 1/day- Heal, Raise Dead
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
24 (+7) | 18 (+4) | 20 (+5) | 18 (+4) | 18 (+4) | 20 (+5) |
CMB +21
CMD 35
Feats: Alertness, Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Weapon Focus (Longsword)
Skills: Diplomacy +21, Fly +22, Heal +20, Intimidate +18, Knowledge (planes) +20, Knowledge (religion) +17, Perception +28, Sense Motive +24, Stealth +16, Survival +20
- Racial Modifiers: +4 Perception
Special Abilities
Aura of Goodness (Su)
An empyreal radiates an aura in a 30-foot radius spread around its form. Any non-evil creature in this area must succeed on a DC 23 Will save or be overcome with awe and unable to attack the empyreal that round. Evil creatures within the area must make a successful DC 23 Will save or be unable to even look at that empyreal for one day. An affected evil creature functions as if blinded (as the blindness spell) when attacking that empyreal. On a successful save, a creature is immune to the aura of goodness of that empyreal for one day. The save DC is Charisma-based and includes a +2 bonus.Radiant Blast (Su)
Once per day, an empyreal can increase the radiance of its form and release it in a cone-shaped blast to a range of 60 feet that deals 15d6 points of damage and blinds any creature in the area (as the blindness spell) for 3d6 minutes. Affected creatures can make a successful DC 21 Reflex save to halve the damage and avoid being blinded. The save DC is Constitution-based.Ecology
Environment: Any, Good Aligned PlanesOrganization: solitary or group (2-4)
Treasure: double standard
Empyreals are knights and warriors in the service of good deities. While closely associated with other angels, empyreals are often found leading holy armies against the forces of evil. They are fiery, quick-tempered, and forceful, but always fair.
In the upper planes those that serve as commanders spend their time organizing their troops and planning strategies. While the more powerful empyreals serve as commanders, the lesser can be found performing any number of duties, whether it is acting as guard, servant, or messenger.
Empyreals that enter combat prefer to attack their opponents with a mixture of magic and direct physical attacks with their longswords. Against powerful foes, an empyreal uses its radiant blast to catch as many foes as it can in the area of effect. During battle, an empyreal often stays aloft where it can blast its foes with spells while staying out of melee range.
Copyright Notice Author Scott Greene.
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