Angel, Principality |
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Medium Outsider
(Angel, Extraplanar, Good)
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| Hit Dice: 11d8+33 (82 hp) |
| Initiative: +3 |
| Speed: 30 ft. (6 squares), fly 90 ft. (good) |
| Armor Class: 29 (+3 Dex, +12 natural, +4 armor), touch 13, flat-footed 26 |
| Base Attack/Grapple: +11/+15 |
| Attack: +3 defending light mace +18 melee (1d8+7) or slam +15 melee (1d8+6) |
Full Attack: +3 defending light mace +18/+13 melee (1d8+7) or slam +15 melee (1d8+6)
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| Space/Reach: 5 ft./5 ft. |
| Special Attacks: Spell-like abilities, summon angels |
| Special Qualities: Change shape, crown, damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 26, tongues |
| Saves: Fort +10 (+14 against poison),
Ref +10, Will +11
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| Abilities: Str 18,
Dex 17, Con 16,
Int 19, Wis 19,
Cha 22 |
| Skills: Bluff +20, Diplomacy +26, Disguise +20 (+22 acting), Gather Information +20, Heal +18, Hide +19, Knowledge (any 2) +18, Listen +18, Move Silently +19, Sense Motive +20, Spot +18 |
| Feats: Combat Expertise, Improved Disarm, Negotiator, Stealthy |
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| Environment: Any good-aligned plane |
| Organization: Solitary or court (2-6 plus 4-12 movanic devas) |
| Challenge Rating: 13 |
| Treasure: No coins; double goods; standard items |
| Alignment: Always good (any) |
| Advancement: 12-20 HD (Medium); 21-33 HD (Large) |
| Level Adjustment: — |
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This creature resembles a beautiful, regal human. It has a glowing countenance and a pair of white, feathered wings. A golden crown rests upon its temple, and it carries a golden scepter.
Principalities are entrusted with the protection of religion, temples, and priests. They watch over mortal leaders, preventing manipulation from the powers of evil. Principalities are strong believers in free will, preferring to work by inspiration rather than direct action.
A principality is about 7-1/2 feet tall and weighs about 250 pounds.
Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.
COMBAT
Principalities never use more force than is necessary, restricting their actions to the minimum necessary to protect their charge.
As champions of free will, principalities only use their command and suggestion spell-like abilities to stop vandals from attacking sacred places.
A principality's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Change Shape (Su): A principality can assume the form of any Small or Medium humanoid.
Crown: A principality's crown grants a +4 armor bonus to AC and functions as a circlet of persuasion.
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 anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 11th). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)
Spell-Like Abilities: At will—break enchantment, command (DC 17), confusion (DC 18), discern lies (DC 20), invisibility, message, project image (DC 23), suggestion (DC 19), true seeing, ventriloquism, whispering wind; 1/day—control weather, dream, flame strike (DC 21), freedom of movement, greater teleport, restoration. Caster level 11th. The save DCs are Charisma-based.
Summon Angels (Sp): Once per day, a virtue can can attempt to summon 1d4 angels of the ninth order or 1d4 movanic devas with a 65% chance of success. This ability is the equivalent of an 8th-level spell.
Tongues (Su): A principality can speak with any creature that has a language, as though using a tongues spell (caster level 11th). This ability is always active. |
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1980 Wizards of the Coast, Inc. Originally found in Dragon Magazine #35 |
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