18.2 Angels
Angels Lore
Planes DV 8: Angels are the ultimate champions of good in the endless battle of good and evil. They are native to Elysium, and they often serve the interests of good-aligned deities.
Planes DV 13: All angels have a striking and highly memorable appearance that evokes strong emotions in most viewers. Most angels evoke an overpowering sense of awe and beauty, but individual angels may have highly varied appearances.
Planes DV 18: In battle, angels are feared for their fundamental perfection. They tend not to have any weaknesses for attackers to use against them. Their only true foes are demons, who use overwhelming hordes rather than any clever tactics.
HP 558 IP 279
Defenses Armor 19 Brawn 21 Fort 19 Ment 19 Ref 17
Immune Frightened, Panicked
Movement 50 ft.; Fly (normal, 60 ft. limit)
Senses Awareness +19
Other skills Endurance +19
_______________________________________________________________________________________________________
|
Attributes 8, 8, 8, 8, 8, 8 | Alignment Neutral good |
|
Accuracy +13; Brawling +13 | Power 18; 18 ✨ |
Seraph Lore
Planes DV 13: Seraphim are six-winged angels of immense power. They burn with holy fire, which they use to immolate evildoers. A seraph resembles a massive serpent that leaves a trail of fire as it flies.
Planes DV 18: Despite their serpentine appearance, seraphim have beautiful singing voices. They sing almost constantly both in and out of combat.
Seraph Abilities
Divine Radiance: The seraph constantly radiates bright illumination in a Large (60 ft.) radius.
Rituals ✨: The seraph can perform any ritual of rank 6 or lower from the channel divinity and prayer mystic spheres. It does not need to increase its fatigue level to perform those rituals.
| Divine Translocation ✨ | Elite action |
_______________________________________________________________________________________________________
The seraph teleports into an unoccupied location within Distant (120 ft.) range. It can teleport in any direction and does not need to land on stable ground.
| Immolating Fireball ✨ | Elite action |
Tags: Fire
_______________________________________________________________________________________________________
The seraph makes a +13 attack vs. Reflex against everything in a Tiny (5 ft.) radius within Short (30 ft.) range.
Hit: 10d6 damage. If a creature takes a vital wound from this damage that leaves it unconscious, its body is completely destroyed by flame. Only a pile of ashes remains. An immolated creature’s equipment is unaffected.
Miss: Half damage.
| Mighty Pyroclasm ✨ | Elite action |
Tags: Fire
_______________________________________________________________________________________________________
Fire consumes a Large (60 ft.) radius zone from the seraph’s location. The seraph makes a +13 attack vs. Reflex against everything in the area. This typically means it includes itself as a target. During its next action, this effect repeats in the same area.
Hit: 9d6 damage.
Miss: Half damage.
| Bite |
Standard action |
_______________________________________________________________________________________________________
The seraph makes a +13 melee strike vs. Armor with its bite.
Hit: 5d8+27 damage.
| Elite Cleanse | Triggered |
_______________________________________________________________________________________________________
At the end of each round, roll 1d10. On an 8 or 9, the seraph can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.
HP 372 IP 123
Defenses Armor 17 Brawn 17 Fort 17 Ment 16 Ref 14
Immune Frightened, Panicked
Movement 40 ft.; Fly (normal, 60 ft. limit)
Senses Awareness +16 Deduction +16
Social Intimidate +9 Social Insight +16
Other skills Endurance +16
_______________________________________________________________________________________________________
|
Attributes 7, 7, 7, 7, 7, 7 | Alignment Lawful good |
|
Accuracy +11; Brawling +11 | Power 15; 15 ✨ |
Equipment Greatsword
Justicar Lore
Planes DV 11: Justicars enforce justice on good-aligned planes. They are extremely skilled at identifying the truth of any situation, and act to deal justice however they see fit. Physically, a justicar appears similar to a large human with strong muscles and a constantly stern expression.
Planes DV 16: In rare circumstances, justicars may leave good-aligned planes to pursue those they see as exceptionally heinous criminals. Generally, this requires that the perpetrator committed a direct offense against a good deity or desecrated an area of a good-aligned plane. Justicars have no interest in mortal matters or minor crimes.
Planes DV 21: Once, a group of thugs and murderers broke through a magic seal guarding an ancient wizard’s tower, intending to loot everything inside. They were shocked when a justicar suddenly appeared in front of them, and prepared to fight for their lives. However, the justicar ignored them. Instead, it killed the ancient wizard of the tower and disappeared, leaving the spoils to the evildoers who broke the seal.
This is the morality of a justicar. They consider only truly immense evils to be worthy of their attention, and ignore all lesser sins.
Justicar Abilities
Divine Radiance: The justicar constantly radiates bright illumination in a Large (60 ft.) radius.
Rituals ✨: The justicar can perform any ritual of rank 5 or lower from the channel divinity and revelation mystic spheres. It does not need to increase its fatigue level to perform those rituals.
| Baffling Visions ✨ | Elite action |
Tags: Visual
_______________________________________________________________________________________________________
The justicar makes a +12 attack vs. Mental against all enemies within a Large (60 ft.) radius from itself.
Hit: If the target is injured, it is briefly confused (-2 defenses, randomly attack or defend).
| Clairvoyance ✨ | Elite action |
Tags: Scrying, Sustain (attuneable, minor)
_______________________________________________________________________________________________________
A scrying sensor appears floating in the air in any unoccupied square within Medium (60 ft.) range. The justicar does not need line of sight or line of effect to target a location. The justicar must specify a distance and direction to target a location it cannot see. This can allow it to cast the spell beyond walls and similar obstacles.
At the start of each round, the justicar chooses whether it sees and hears from this sensor or from its body. While viewing through the sensor, the justicar’s observation ability is the same as its normal body, except that it does not share the benefits of any magical ✨ effects that improve its vision. The justicar otherwise acts normally, though it may have difficulty moving or taking actions if the sensor cannot see its body or its intended targets, effectively making it blinded (50% miss chance, -2 defenses).
If undisturbed, the sensor floats in the air in its position.
| Divine Translocation ✨ | Elite action |
_______________________________________________________________________________________________________
The justicar teleports into an unoccupied location within Distant (120 ft.) range. It can teleport in any direction and does not need to land on stable ground.
| Foresee Distant Safety ✨ | Elite action |
Tags: Subtle
_______________________________________________________________________________________________________
At the start of the next round, it becomes briefly braced (+2 defenses).
| Greatsword |
Standard action |
Tags: Sweeping (1)
_______________________________________________________________________________________________________
The justicar makes a +11 melee strike vs. Armor with its greatsword.
Hit: 3d8+22 damage.
| Elite Cleanse | Triggered |
_______________________________________________________________________________________________________
At the end of each round, roll 1d10. On an 8 or 9, the justicar can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.
HP 210 IP 105
Defenses Armor 15 Brawn 15 Fort 15 Ment 15 Ref 14
Immune Frightened, Panicked
Movement 40 ft.; Fly (normal, 60 ft. limit)
Senses Awareness +12
Other skills Endurance +15
_______________________________________________________________________________________________________
|
Attributes 4, 5, 7, 4, 4, 6 | Alignment Neutral good |
|
Accuracy +7; Brawling +7 | Power 11; 13 ✨ |
Ophan Lore
Planes DV 10: Ophanim resemble burning wheels rimmed with many eyes. They serve as sentries and guardians of planar portals in good-aligned planes. In combat, they spin into a raging whirlwind.
Ophan Abilities
Divine Radiance: The ophan constantly radiates bright illumination in a Large (60 ft.) radius.
| Divine Translocation ✨ | Elite action |
_______________________________________________________________________________________________________
The ophan teleports into an unoccupied location within Long (90 ft.) range. It can teleport in any direction and does not need to land on stable ground.
| Mighty Combustion ✨ | Elite action |
Tags: Fire
_______________________________________________________________________________________________________
The ophan makes a +3 attack vs. Fortitude against something adjacent to it.
Hit: 7d6 damage. During its next action, the target takes 7d6 damage again, and any extra damage also applies to this damage.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Pyroclasm ✨ | Elite action |
Tags: Fire
_______________________________________________________________________________________________________
Fire consumes a Medium (30 ft.) radius zone from the ophan’s location. The ophan makes a +7 attack vs. Reflex against everything in the area. This typically means it includes itself as a target. During its next action, this effect repeats in the same area.
Hit: 1d10+1d6+6 damage.
Miss: Half damage.
| Stoke the Fires ✨ | Elite action |
Tags: Fire
_______________________________________________________________________________________________________
The ophan makes a +7 attack vs. Reflex against all enemies adjacent to it. Then, it is briefly empowered (+4 damage).
Hit: 1d10+1d6+6 damage.
Miss: Half damage.
| Whirlwind |
Standard action |
Tags: Impact
_______________________________________________________________________________________________________
The ophan makes a +7 melee strike vs. Armor with its ram. The strike targets all enemies adjacent to it.
Hit: 2d6+22 damage.
| Elite Cleanse | Triggered |
_______________________________________________________________________________________________________
At the end of each round, roll 1d10. On an 8 or 9, the ophan can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.