Angel, Dominion

The Dominions , also known as the Hashmallim, hold the task of regulating the duties of lower angels. It is only with extreme rarity that the angelic lords make themselves physically known to mortals. They are also the angels who preside over nations.
The Dominions are believed to look like divinely beautiful humans with a pair of feathered wings, much like the common representation of Angels, but they may be are distinguished from other groups by wielding orbs of light fastened to the heads of their sceptres or on the pommel of their swords.
Originally Posted by Kain Darkwind of the Dicefreaks forums.
Dominion | |
Medium outsider (Angel, Good) | |
Hit Dice | 15d8 + 90 (157 hp) |
Initiative | +6 |
Speed | 40 ft., Fly 90 ft. (good) |
Armor Class | 36 (+8 armor, +6 Dexterity, +12 natural), touch 16, flat-footed 30 |
Base Attack/Grapple | +15/+25 |
Attack | Holy flametongue +26 melee (1d8 + 11 and 1d6 fire /17-20/x2 and 1d10 fire) |
Full Attack | Holy flametongue +26/+21/+16 melee (1d8 + 11 and 1d6 fire /17-20/x2 and 1d10 fire) and 2 wings +23 melee (1d6 + 5 and stun) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Spell-like abilities, stun, summon angels, turn undead |
Special Qualities | Damage reduction 15/greater magic and evil, Darkvision, fast healing 10, Low-Light Vision, immunity to electricity, sonic, mind affecting effects and petrification, resistance to cold 10 and fire 10, Spell Resistance 30 |
Saves | Fort +15, Ref +15, Will +15 |
Abilities | Strength 30, Dexterity 23, Constitution 23, Intelligence 20, Wisdom 22, Charisma 22 |
Skills | Concentration +24, Diplomacy+28, Intimidate +24, Knowledge (History) +23, Knowledge (Nature) +23, Knowledge (Nobility and royalty) +23, Knowledge (The planes) +23, Knowledge (Religion) +23, Listen +24, Perform (wind instruments) +24, Sense Motive +24, Spellcraft +23, Spot +24 |
Feats | Cleave, Combat Reflexes, Flyby Attack, Improved Critical (sword), Multiattack, Power Attack |
Environment | Upper Planes |
Organization | Solitary or with host (10-40 ishim, 5-20 authorities, 3-12 powers) |
Challenge Rating | 16 |
Treasure | Holy flametongue, celestial armor |
Alignment | Always good (any) |
Advancement | 16-18 HD (Medium) |
Spell-Like Abilities:
- Always active – detect evil, tongues, true seeing;
- At will – atonement, command (DC 16), cure critical wounds, daylight, dominate person (DC 21), greater dispel magic, greater shout (DC 24), greater teleport, holy smite (DC 20), holy word (DC 23), invisibility, magic circle against evil, panacea, polymorph, sanctuary (DC 17), searing light;
- 3/day – commune, flesh to stone (DC 22) geas/quest, mass hold monster (DC 25), planeshift, true strike;
- 1/day – destruction (DC 23), power word blind, power word stun, raise dead, sunburst (DC 24).
Caster level 15th
Stun (Ex): Any creature struck by a dominion’s wings must make a Fortitude save (DC 23) or be stunned for 1d6+1 rounds.
Summon Angels (Sp): Once per day, a dominion can summon 1 power, 1d6 authorities or 2d6 ishim. This is the equivalent of a 5th level spell.
Turn undead: A dominion turns undead as a 15th level cleric. It gains a +2 synergy bonus on turning checks.