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Empyreal Angel, The Light of Final Judgment

Empyreal Angel, The Light of Final Judgment
Create

An Empyreal Angel is a towering, radiant figure standing over 9 feet tall, with six vast wings that shimmer like sunlight on water or blaze like living fire. Their flesh glows with an inner light, translucent and golden, revealing pulsing veins of pure celestial energy. Eyes of molten silver see through lies and evil alike, and their voice rings like a choir echoing across mountaintops. Their armor is forged from stardust and divine will, and their greatblade burns with holy flame that does not scorch the innocent.


Behaviour

Empyreal Angels are patient, incorruptible arbiters of divine law and protectors of the innocent. Though capable of immense violence, they act with restraint, preferring to issue warnings before delivering judgment. They do not suffer evil easily, especially that which preys on the weak or twists the truth. Unfailing in their sense of justice, they can appear distant or unyielding, but their mercy is just as profound as their wrath.


Habitat

Found primarily in the highest celestial planes—such as the Empyrean Realm, the Crystal Spire of the Heavens, or the Court of Eternal Light—Empyreal Angels may descend to the mortal world only in times of great need. They favor places of divine resonance: ancient temples, sacred groves, and sites of miracles.


Modus Operandi

When acting in the mortal world, an Empyreal Angel arrives with purpose and precision. They begin by observing and discerning the true nature of a threat, using their divine senses and telepathic insight. Only when certain of guilt do they act—unleashing blinding light, sacred fire, and telekinetic force to overwhelm enemies. They often work alone, but may empower mortal champions or guide entire orders of paladins or clerics.


Motivation

Driven by a divine mandate, Empyreal Angels exist to uphold cosmic balance, enforce celestial law, and protect innocent souls from corruption and annihilation. Their ultimate goal is not destruction, but redemption and restoration—they seek to heal what can be healed and burn away only that which refuses the light.


  • Empyreal Angel 5e
  • Empyreal Angel, Pathfinder
Empyreal Angel, The Light of Final Judgment
Create

Large Celestial, Lawful Good


Armor Class

21 (Divine Radiance)

Hit Points

310 (27d10 + 162)

Speed

40 ft., fly 90 ft. (hover)


STRDEXCONINTWISCHA
24 (+7)20 (+5)22 (+6)18 (+4)24 (+7)28 (+9)

Saving Throws

Dex +11, Con +12, Wis +13, Cha +15

Skills

Insight +13, Perception +13, Religion +10, Intimidation +15

Damage Resistances

Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities

Necrotic, Fire, Poison

Condition Immunities

Charmed, Frightened, Exhaustion, Poisoned

Senses

Truesight 120 ft., Passive Perception 23

Languages

All, Telepathy 120 ft.

Challenge

CR 21 (33,000 XP)
Proficiency Bonus +7


Traits

Celestial Grace

The Empyreal Angel adds its Charisma modifier to all saving throws, its AC, and radiant damage rolls.


Divine Aura (Radiant, Aura)

At the start of each enemy’s turn within 30 feet, the creature must make a DC 23 Charisma saving throw or take 21 (6d6) radiant damage and have disadvantage on attack rolls against good-aligned creatures until the start of its next turn.


Innate Spellcasting

The Empyreal Angel’s spellcasting ability is Charisma (spell save DC 23, +15 to hit). It can innately cast the following spells, requiring no material components:

  • At will: detect evil and good, dispel magic, daylight, zone of truth
  • 3/day each: flame strike, greater restoration, wall of fire, banishment
  • 2/day each: blade barrier, heal, holy weapon, sunbeam
  • 1/day each: resurrection, divine word, power word stun, true seeing

Legendary Resistance (3/Day)

If the angel fails a saving throw, it can choose to succeed instead.


Radiant Weapons

The Empyreal Angel’s weapon attacks are magical. On a hit, they deal an extra 4d8 radiant damage.


Actions

Multiattack

The Empyreal Angel makes three attacks: two with Judgment and one with Blinding Gaze or Radiant Wing, if available.


Judgment (Greatsword)

Melee Weapon Attack: +14 to hit, reach 10 ft., one target
Hit: 20 (2d10 + 7) slashing plus 18 (4d8) radiant damage
If the target is evil-aligned, it must succeed on a DC 18 Constitution saving throw or be blinded until the end of its next turn.


Radiant Wing (Recharge 5–6)

The Empyreal Angel unfurls its six blazing wings in a 60-foot cone of divine fire. Each creature of its choice in that area must make a DC 23 Dexterity saving throw, taking 54 (12d8) radiant damage on a failed save or half as much on a success.
Fiends and undead reduced to 0 hit points are disintegrated into light, leaving no remains.


Blinding Gaze (Recharge 4–6)

The angel targets one creature it can see within 120 feet. The target must succeed on a DC 23 Constitution saving throw or be blinded for 1 minute. While blinded in this way, the creature has disadvantage on attack rolls and Wisdom (Perception) checks. The target may repeat the saving throw at the end of each of its turns.


Healing Word of Judgment (3/Day, Bonus Action)

The angel speaks a radiant word of mercy. A creature it can see within 60 feet regains 70 (10d8 + 10) hit points.
The angel also ends one of the following conditions on the target: blinded, charmed, cursed, frightened, or paralyzed.


Legendary Actions

The Empyreal Angel can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The angel regains spent actions at the start of its turn.

  • Radiant Slash
    The angel makes one Judgment attack.
  • Heaven’s Rebuke
    A creature that just damaged the angel must succeed on a DC 23 Wisdom saving throw or take 21 (6d6) radiant damage and be pushed 15 feet away.
  • Wings of Ascension (Costs 2 Actions)
    The angel flies up to half its flying speed without provoking opportunity attacks.
    Radiant fire flares in a 10-foot radius from where it left the ground. Each creature of the angel’s choice in that area takes 14 (4d6) radiant damage.

Tactical Notes

Giusto de' Menabuoi, Adam and Eve, 1376-78, baptistery at Padova. Angel, Empyreal
Giusto de’ Menabuoi, Adam and Eve, 1376-78, baptistery at Padova.

Opening Tactics:
Begins combat with Radiant Wing or Sunbeam to weaken enemies en masse. Prioritizes blinding key opponents with Blinding Gaze or Power Word Stun.

Target Focus:
Targets evil-aligned spellcasters and tyrants first. Uses Judgment to punish melee threats and Holy Weapon to empower mortal allies.

Battlefield Control:
Hovers centrally to maximize the effect of Divine Aura. Uses Wings of Ascension to reposition and avoid clusters of enemies.

Support & Survival:
Heals allies or itself with Heal or Healing Word of Judgment. Uses Greater Restoration or Resurrection to turn the tide in critical moments.

Retreat Protocol:
The angel does not flee. If reduced to 0 hit points, it vanishes in a flash of light, ascending back to the Celestial Planes to be reborn in centuries.


Empyreal Angel, The Light of Final Judgment
Create

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.

Source: Pathfinder d20pfsrd.com

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.


Empyreal Angel CR 15
XP 51,200
LG Large outsider (angel, extraplanar, good, lawful)
Init +8; Senses Darkvision 60 ft., detect evil, Low-Light VisionPerception +28
Aura aura of goodness, protective aura
DEFENSE
AC 27, touch 13, flat-footed 23 (+4 Dexterity, +14 natural, –1 size; +4 deflection vs. evil)
hp 136 (13d10+65)
Fort +15, Ref +12, Will +8; +4 vs. poison, +4 resistance vs. evil
DR 10/evil; Immune acid, cold, petrification, death effects; Resist electricity
10, fire 10; SR 26
OFFENSE
Speed 40 ft., Fly 70 ft. (good) Melee +3 flaming longsword +23/+18/+13 (1d8+10 plus 1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks radiant blast
Spell-Like Abilities (CL 13th)Constant – detect evilAt 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 wounds3/day- blade barrier (DC 21), cure serious wounds, flame strike (DC 20), scorching ray (3 rays)1/day- heal, raise dead
STATISTICS
Strength 24, Dexterity 18,  Constitution 20, Intelligence 18, Wisdom 18, Charisma 20 Base Atk +13; CMB +21; CMD 35Feats Alertness, Blind-Fight, Cleave, Great
Fortitude
, Improved Initiative, Power Attack, 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 Languages Celestial, Common, Draconic, Infernal; truespeech Gear +3 flaming longsword
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 plane
Organization solitary or group (2-4)
Treasure double standard

Section 15: Copyright Notice – Tome of Horrors Complete

Empyreal from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

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