Outsider · Angel · First Hierarchy

Angel, Throne – Celestial Arbiter

Thrones are high-ranking celestial beings associated with steadfastness, divine authority, judgment, and the right ordering of sacred responsibilities. In SpiralWorlds they are deliberately treated as a distinct angelic order and are not the same beings as the Ophanim. An Ophanim is the wheel-like, many-eyed celestial intelligence of visionary tradition. A Throne is a majestic humanoid angel of the highest order: solemn, luminous, and terrible in righteous purpose.

A Throne appears when celestial authority must be exercised without corruption: to guard consecrated thresholds, witness covenants, judge wicked intrusions, uphold divinely sanctioned order, and confront fiends or oathbreakers who believe sanctity can be bullied, deceived, or worn down.

Creature Type Angelic Celestial
Typical Alignment Lawful Good
Primary Plane Celestial Realms
Primary Role Judgment and sacred authority
Distinctive Form Large humanoid angel, halo, wings, aureole
Distinct From Ophanim
A Throne appears as a monumental winged celestial of the highest order, enthroned within a radiant aureole of sacred authority.

Game Statistics

Angel Throne — 5.5e

Large Celestial (Angel), Lawful Good

Armor Class23
Hit Points406 (28d10 + 252)
Speed40 ft., Fly 120 ft. (Hover)
Challenge Rating22 (41,000 XP)
Proficiency Bonus+7
STR28 (+9)
DEX22 (+6)
CON29 (+9)
INT24 (+7)
WIS28 (+9)
CHA26 (+8)
Saving ThrowsStr +16, Dex +13, Con +16, Wis +16, Cha +15
SkillsInsight +16, Intimidation +15, Perception +16, Religion +14
Damage Resistancesacid, cold, lightning, radiant
Damage Immunitiesfire, poison
Condition ImmunitiesCharmed, Frightened, Petrified, Poisoned
SensesTruesight 120 ft., Passive Perception 26
Languagesall; telepathy 120 ft.

Traits

Angelic Nature. The Throne does not require food, drink, or sleep.

Immutable Witness. The Throne cannot be surprised, has Advantage on Wisdom (Perception) and Wisdom (Insight) checks, and knows when it hears a deliberate lie spoken within 60 feet, though it does not automatically know the truth.

Radiant Presence. Hostile creatures that start their turn within 10 feet of the Throne take 10 (3d6) Radiant damage if they are Fiends or Undead, or 7 (2d6) Radiant damage otherwise. A creature that hits the Throne with an Unarmed Strike or natural weapon takes the same damage.

Legendary Resistance (3/Day). If the Throne fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Throne has Advantage on saving throws against spells and other magical effects.

Protective Aura. The Throne and creatures of its choice within 20 feet of it have Advantage on saving throws against being Charmed or Frightened, and against spells and magical effects created by Fiends or Undead.

Innate Spellcasting. Wisdom is the Throne’s spellcasting ability (spell save DC 24, +16 to hit with spell attacks). It requires no material components.

Actions

Multiattack. The Throne makes three Scepter of Judgment attacks, or two Scepter of Judgment attacks and one Flaming Gaze attack.

Scepter of Judgment. Melee Attack Roll: +16 to hit, reach 10 ft., one target. Hit: 22 (2d8 + 9 plus 1d8 Radiant damage) Bludgeoning and Radiant damage. If the target is a Fiend or Undead, it takes an additional 9 (2d8) Radiant damage.

Flaming Gaze. Ranged Spell Attack: +16 to hit, range 300 ft., one target. Hit: 36 (8d8) Fire damage, and a Fiend or Undead takes an additional 9 (2d8) Radiant damage.

Mandate of Judgment (Recharge 5–6). Each hostile creature of the Throne’s choice within 60 feet must make a DC 24 Wisdom saving throw. On a failed save, a creature takes 36 (8d8) Radiant damage and is Restrained until the end of its next turn. On a successful save, the creature takes half damage only. Fiends and Undead have Disadvantage on this saving throw.

Celestial Decree (1/Day). The Throne proclaims a divine sentence in a 30-foot Emanation. Each hostile creature in the area must make a DC 24 Dexterity saving throw, taking 45 (10d8) Radiant damage plus 22 (5d8) Fire damage on a failed save, or half as much on a successful one.

Legendary Actions

The Throne can take 3 Legendary Actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature’s turn. The Throne regains all spent Legendary Actions at the start of its turn.

Advance. The Throne moves up to half its Speed without provoking Opportunity Attacks.

Scepter Attack (Costs 2 Actions). The Throne makes one Scepter of Judgment attack.

Blazing Rebuke (Costs 2 Actions). One creature the Throne can see within 60 feet takes 18 (4d8) Fire damage and must succeed on a DC 24 Constitution saving throw or be Blinded until the end of its next turn.

Regional Effects

A Throne that abides in a sanctified stronghold for long enough alters the surrounding region within 1 mile.

  • Consecrated flames burn cleanly and steadily, shedding bright light with almost no smoke.
  • Creatures knowingly preparing sacrilege, treachery, or oath-breaking feel an oppressive sense of scrutiny.
  • Allies acting directly to defend others have Advantage on saving throws against magical fear.
  • Oaths willingly sworn in the region carry deep spiritual weight. Breaking them may draw the Throne’s notice, though not an automatic magical curse.

These effects fade over 1d10 days after the Throne permanently departs.

Angel Throne — Pathfinder 1e

CR 22
XP 614,400
LG Large outsider (angel, extraplanar, good)

Defense

Init+12
Sensesdarkvision 60 ft., low-light vision, true seeing; Perception +36
Auraradiant presence (10 ft.), protective aura (20 ft.)
AC44, touch 26, flat-footed 36 (–1 size, +8 Dex, +9 insight, +18 natural)
hp348 (24d10 + 216)
Fort+25
Ref+18
Will+25
Defensive Abilitiescelestial insight, regeneration 10
DR15/epic and evil
Immunefire, petrification
Resistacid 20, cold 20, electricity 20
SR33

Offense

Speed60 ft., fly 150 ft. (good)
Melee+3 heavy mace +39/+34/+29/+24 (2d6+15/19–20 plus 2d6 fire) or slam +35 (2d8+12 plus 2d6 fire)
Rangedflaming gaze +31 ranged touch (10d6 fire)
Space10 ft.
Reach10 ft.
Special Attacksfiery judgment, flaming gaze, mandate of judgment, spell-like abilities
STR35 (+12)
DEX27 (+8)
CON28 (+9)
INT26 (+8)
WIS28 (+9)
CHA26 (+8)

Statistics

Base Atk+24
CMB+37
CMD64
Feats Cleave, Combat Reflexes, Flyby Attack, Great Cleave, Great Fortitude, Improved Critical (heavy mace), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (flame strike), Weapon Focus (heavy mace)
Skill Ranks336 total: 14 skills with 24 ranks each
Skills Bluff +35, Craft (celestial seals) +35, Diplomacy +35, Fly +37, Intimidate +32, Knowledge (arcana) +32, Knowledge (history) +32, Knowledge (nobility) +32, Knowledge (planes) +35, Knowledge (religion) +35, Perception +36, Sense Motive +36, Spellcraft +35, Stealth +31
Languagesall; telepathy 100 ft.; tongues

Skill Allocation

A 24-HD outsider with Intelligence 26 receives 14 skill ranks per Hit Die, for 336 total skill ranks. The Throne places the maximum 24 ranks in each of fourteen skills.

Celestial Insight (Su)

A Throne adds its Wisdom modifier as an insight bonus to Armor Class. This bonus is retained while the Throne is flat-footed but does not apply while the Throne is unable to use supernatural abilities. The same +9 insight bonus applies to CMD and is included above.

Radiant Presence (Su)

A creature that begins its turn adjacent to the Throne takes 3d6 points of fire or radiant-infused holy damage, chosen by the Throne when it manifests the aura. Evil outsiders and undead take half this damage as divine power that ignores fire resistance and fire immunity.

Fiery Judgment (Ex)

The Throne’s melee weapon or slam attacks deal an additional 2d6 points of fire damage. Against evil outsiders and undead, half of this additional damage ignores fire resistance and fire immunity.

Flaming Gaze (Ex)

As a standard action, the Throne can project a concentrated blast of holy flame from its eyes. This is a ranged touch attack with a range of 300 feet that deals 10d6 points of fire damage. Against evil outsiders and undead, half of this damage ignores fire resistance and fire immunity.

Mandate of Judgment (Su)

Three times per day as a standard action, the Throne releases a 60-foot-radius burst of celestial authority. Hostile creatures within the area must succeed on a DC 30 Will save or take 8d8 points of damage and become entangled in bands of celestial light for 1 round. A successful save halves the damage and negates the entangled condition. Evil outsiders and undead take a –2 penalty on this saving throw. The save DC is Charisma-based.

Protective Aura (Su)

Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to the Throne and allies within 20 feet. Otherwise, it functions as magic circle against evil and lesser globe of invulnerability, both with a 20-foot radius. These bonuses are not included in the statistics above. The Throne can restore a dispelled protective aura as a free action on its next turn.

Regeneration (Ex)

Evil-aligned weapons and spells or effects with the evil descriptor deal normal damage to a Throne.

Spell-Like Abilities

Caster level 18th; concentration +26. Save DCs are Charisma-based.

The Throne may use its Quicken Spell-Like Ability feat with flame strike up to three times per day.

Tongues (Su)

A Throne can speak with any creature that has a language as though using tongues. This ability is always active. Caster level 24th.

Ecology

EnvironmentCelestial Realms and other Upper Planes
Organizationsolitary, pair, or celestial escort
Treasurenone, though some bear blessed ceremonial arms

Angel Throne — D&D 3.5e

Large Outsider (Angel, Extraplanar, Good)

Hit Dice21d8+189 (283 hp)
Initiative+12
Speed70 ft., fly 170 ft. (good)
Armor Class44 (–1 size, +8 Dex, +9 insight, +18 natural), touch 26, flat-footed 36
Base Attack/Grapple+21/+37
Attack+3 heavy mace +36 melee (2d6+15 plus fiery judgment) or slam +32 melee (2d8+12 plus fiery judgment) or flaming gaze +28 ranged touch (10d6 fire)
Full Attack+3 heavy mace +36/+31/+26/+21 melee (2d6+15 plus fiery judgment)
Space/Reach10 ft./10 ft.
Special Attacksfiery judgment, flaming gaze, spell-like abilities
Special Qualitiescelestial insight, damage reduction 15/epic and evil, darkvision 60 ft., fast healing 15, immunity to fire, sonic, mind-affecting effects and petrification, low-light vision, protective aura, regeneration 5, resistance to acid 20, cold 20 and electricity 20, spell resistance 36, tongues
SavesFort +21, Ref +20, Will +21
STR35 (+12)
DEX27 (+8)
CON28 (+9)
INT26 (+8)
WIS28 (+9)
CHA26 (+8)
Skills Concentration +33, Diplomacy +32, Intimidate +32, Knowledge (arcana) +32, Knowledge (history) +32, Knowledge (nature) +32, Knowledge (nobility and royalty) +32, Knowledge (the planes) +32, Knowledge (religion) +32, Listen +33, Perform (wind instruments) +32, Sense Motive +33, Spellcraft +32, Spot +33
Feats Cleave, Combat Reflexes, Flyby Attack, Great Cleave, Improved Initiative, Power Attack, Quicken Spell-Like Ability (flame strike), Weapon Focus (heavy mace)
EnvironmentUpper Planes
Organizationsolitary, pair, or with celestial escort
Challenge Rating22
Treasurenone
Alignmentalways good; usually lawful good
Advancement22–28 HD (Large)

Celestial Insight (Su)

A Throne adds its Wisdom bonus as an insight bonus to Armor Class. It retains this insight bonus while flat-footed. This ability accounts for the +9 insight bonus included in the Armor Class statistics above.

Fiery Judgment (Ex)

A Throne’s weapon or slam attacks deal an additional 2d6 points of fire damage. A creature within the Throne’s reach, or a creature attacking it with an unarmed strike or natural weapon, takes 5d6 points of fire damage each round of such contact.

A creature taking fire damage from this ability must succeed on a DC 29 Reflex save or catch fire. The save DC is Constitution-based. Against creatures with the evil subtype, half of the damage caused by Fiery Judgment ignores fire resistance and fire immunity.

Flaming Gaze (Ex)

A Throne can shoot a concentrated blast of living flame from its eyes as a standard action. This requires a ranged touch attack at +28 and has a range of 300 feet. A successful attack deals 10d6 points of fire damage. Against creatures with the evil subtype, half of this damage ignores fire resistance and fire immunity.

Protective Aura (Su)

Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to the Throne and allies within 20 feet. Otherwise, it functions as magic circle against evil and lesser globe of invulnerability, both with a 20-foot radius. The defensive bonuses from this aura are not included in the statistics above. If dispelled, the Throne can restore the aura as a free action on its next turn.

Spell-Like Abilities

Caster level 18th. Save DCs are Charisma-based.

The Throne may use Quicken Spell-Like Ability with flame strike up to three times per day.

Regeneration (Ex)

A Throne takes normal damage from evil-aligned weapons and from spells and effects with the evil descriptor.

Tongues (Su)

A Throne can speak with any creature that has a language as though using tongues. This ability is always active. Caster level 21st.


Appearance

A Throne appears as a monumental humanoid angel of the highest order, usually between ten and fourteen feet tall. It has two arms, two wings, a solemn human-like face, and a vast aura of divine radiance. Thrones are often envisioned in flowing celestial vestments, ceremonial armour, or both, with a halo or elliptical aureole blazing behind them like a visible sign of enthroned authority.

Their beauty is not soft. They radiate gravity, stillness, and power held under perfect discipline. Their eyes often burn like coals or stars, and their voices carry the force of solemn proclamation even when spoken quietly.

Some artistic traditions place a luminous throne, mandorla, or burning circular glory around them. That symbolic imagery should not be confused with the actual nature of the Ophanim, whose many-eyed wheel-form belongs to a different celestial type.

Behaviour

Thrones are grave, patient, and incorruptible. They investigate before condemning, weigh authority against justice, and prefer clarity to spectacle. Once they have reached judgment, however, they act with terrifying decisiveness.

Habitat

Thrones are chiefly associated with the Celestial Realms, especially sacred courts, treaty halls, ascents guarded by oath, heavenly embassies, and sanctuaries exposed to fiendish intrusion.

Modus Operandi

A Throne establishes what has actually occurred, identifies under what authority it acts, separates the guilty from the merely present, and offers lawful surrender where possible. When force becomes necessary, it applies overwhelming divine power directly to the true source of the threat.

Motivation

Thrones uphold rightful order, not empty hierarchy. They defend authority only when that authority remains answerable to justice, sanctity, mercy, and the protection of the innocent.

Thrones and Ophanim

SpiralWorlds treats these as related but distinct celestial beings. The confusion between them comes from later theological and artistic traditions that sometimes blend the names or import wheel imagery into discussions of the highest angelic orders.

Thrones

Majestic humanoid high-order angels associated with steadfastness, divine authority, sacred judgment, and the righteous bearing of office.

Ophanim

Wheel-like celestial intelligences of visionary tradition, associated with many eyes, cosmic motion, and the strange living machinery of divine revelation.

Explore the Ophanim →

Thrones in the Celestial Hierarchy

In traditional angelology, Thrones belong to the highest celestial hierarchy alongside Seraphim and Cherubim. SpiralWorlds preserves that elevated status without flattening every historical or mystical angelic image into a single monster design.

Angels as organized planar peoples emerge during the Dawn of the Outsiders. They inherit planes and structures older than their own civilization. Thrones are therefore ancient by mortal standards, but not primordial creators of the planes themselves.

Thrones do not constitute a universal monarchy over all celestial existence. Their authority is bounded: delegated, jurisdictional, covenantal, or tied to a sacred office. A Throne may oversee a divine court, guard a heavenly road, witness an oath, or lead a host in war without ruling an entire ascent.

They often stand beside Cherubim, Powers, and Malakhim, while Dominions, Virtues, Principalities, Planetars, Solars, and other celestial beings occupy different offices in the wider host.

Thrones in the Celestial Realms

The Celestial Realms contain no single universal palace ruling every angelic people. The Seven Ascents instead hold many jurisdictions, divine estates, sanctuaries, embassies, courts, processional roads, and holy fortresses.

A Throne may therefore guard a treaty road without governing the surrounding ascent, judge a matter between celestial powers without being sovereign over either one, or serve as the living authority behind a sacred boundary no fiend may pass with impunity.

Thrones may also appear in Elysium as defenders, witnesses, or envoys, though Elysium’s character is one of peace and mercy rather than celestial jurisprudence.

Their place in cosmological history is best understood alongside Foundations of Order, the Dawn of the Outsiders, and the broader Planes of Existence.

Combat

A Throne does not rush into battle as a mindless engine of destruction. It first identifies the true violator, assesses the sanctity or obligation under threat, and measures whether enemies can still yield, withdraw, or repent.

When battle is unavoidable, the Throne takes a commanding central position. Its spells punish distant or evasive enemies, while its aura and Mandate of Judgment make proximity dangerous and retreat difficult. Fiends, undead, and creatures relying on deception or false sanctity often discover that the Throne’s greatest strength is not mere force, but clarity.

A Throne’s violence is disciplined rather than wild. It unleashes catastrophic divine force only when that force is warranted, and it is expected to know the difference.

Using an Angel Throne in a Campaign

Celestial Judge

The adventurers must answer for a broken planar treaty, a relic carried unlawfully across a holy boundary, or an act that another celestial jurisdiction considers a grave breach of cosmic order.

Guardian of the Gate

A Throne stands watch over a sealed ascent, relic vault, or divine road. The challenge may be proving that the original command should now be interpreted differently, not merely overpowering the guardian.

Commander of the Host

A Throne leads angelic defenders against a fiendish incursion. The characters may fight beside it while discovering that celestial priorities and mortal necessities do not always align perfectly.

The Unbroken Oath

A Throne remains bound to enforce a holy command issued centuries ago. The players must determine whether the command still serves justice or whether the higher obedience lies in persuading the Throne to reconsider its charge.

Related SpiralWorlds Entries

Provenance note: earlier SpiralWorlds material drew on a legacy fantasy interpretation influenced by Kain Darkwind of the Dicefreaks forums, including a five-armed Throne concept. This reconstruction retains that history only as site provenance. The main entry now restores Thrones as mythically grounded, humanoid high-order angels distinct from Ophanim.

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