Angel, Principalities

This mighty being stands fully 7 feet tall and fairly glows with power. Her long black hair blows around by an unfelt wind. Her eyes shift from dark blue to black. Her skin is dusky brown.
Originally Posted by Kain Darkwind of the Dicefreaks forums.
Principality | |
Medium outsider (Angel, Good) | |
Hit Dice | 12d8 + 60 (114 hp) |
Initiative | +5 |
Speed | 40 ft., Fly 90 ft. (good) |
Armor Class | 33 (+8 armor, +5 Dexterity, +10 natural), touch 15, flat-footed 28 |
Base Attack/Grapple | +12/+20 |
Attack | Mace +21 melee (1d8 + 9) or shortbow +18 ranged (1d6 + 5 and 1d6 fire /x3) |
Full Attack | Mace +21/+16/+11 melee (1d8 + 9) and 2 wings +18 melee (1d6 + 4) or shortbow +16/+16/+11/+6 ranged (1d6 + 5 and 1d6 fire /x3) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Aura of empowerment, smite evil, spell-like abilities |
Special Qualities | Damage reduction 10/greater magic and evil, Darkvision, fast healing 5, Low-Light Vision, immunity to cold, fire, mind affecting effects and petrification, resistance to acid 10 and electricity 10, Spell Resistance 27 |
Saves | Fort +13, Ref +13, Will +12 |
Abilities | Strength 26, Dexterity 20, Constitution 21, Intelligence 18, Wisdom 19, Charisma 20 |
Skills | Bluff +12, Craft (painting) +19, Diplomacy +26, Disguise +13 (+15 acting), Gather Information +7, Intimidate +22, Knowledge (history) +19, Knowledge (local) +19, Knowledge (nobility) +19, Knowledge (religion) +19, Listen +19, Perform (wind instruments) +20, Sense Motive +19, Spot +19 |
Feats | Combat Reflexes, Flyby Attack, Multiattack, Power Attack, Rapid Shot |
Environment | Upper Planes |
Organization | Solitary or with host (10-40 ishim, 5-20 authorities, 3-12 powers) |
Challenge Rating | 13 |
Treasure | +1 holy mace, celestial armor, quiver of fiery arrows, masterwork mighty shortbow (+5) |
Alignment | Always good (any) |
Advancement | 13-15 HD (Medium) |
Aura of Empowerment (Su): Good aligned creatures within 70 feet of a principality gain a +7 sacred bonus on saves, skill checks and ability checks. A principality does not benefit from its own aura.
Smite Evil (Su): 3/day a principality can smite evil, gaining a +5 bonus to attack and dealing 12 additional points of damage.
Spell-Like Abilities:
- Always active –detect evil, tongues, true seeing;
- At will-aid, bless, Bless Water, Bless Weapon, mass bull’s strength, Charm Person (DC 16), command (DC 16), consecrate, Cure serious wounds, greater dispel magic, mass eagle’s splendor, greater teleport, invisibility, light, Panacea, polymorph, protection from evil, Sanctuary (DC 16), scrying;
- 3/day-heroes- feast, mass hold monster (DC 24), holy smite (DC 19), Make whole, True Strike;
- 1/day –control weather, Earthquake, fire storm (DC 23), hallow, planeshift, raise dead.
Caster level 12th