Angel, Power |
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Large Outsider
(Angel, Extraplanar, Good)
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| Hit Dice: 14d8+84 (147) |
| Initiative: +8 |
| Speed: 30 ft. (6 squares), fly 90 ft. (good) |
| Armor Class: 36 (-1 size, +4 Dex, +19 natural, +4 +2 medium fortification large steel shield), touch 13, flat-footed 32 |
| Base Attack/Grapple: +14/+26 |
| Attack: +2 cold iron evil outsider bane bastard sword +23 melee (2d8+10/19-20) or slam +21 melee (2d8+12) |
Full Attack: +2 cold iron evil outsider bane bastard sword +23/+18/+13 melee (2d8+10/19-20) or slam +21 melee (2d8+12)
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| Space/Reach: 10 ft./10 ft. |
| Special Attacks: Spell-like abilities |
| Special Qualities: Aura of heroic inspiration, change shape, damage reduction 10/evil, darkvision 60 ft., lay on hands, low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 10, resistance to electricity 10 and fire 10, spell resistance 30, tongues |
| Saves: Fort +15 (+19 against poison),
Ref +13, Will +12
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| Abilities: Str 27,
Dex 18, Con 22,
Int 16, Wis 17,
Cha 20 |
| Skills: Concentration +23, Diplomacy +24, Escape Artist +21, Hide +17, Intimidate +22, Knowledge (the planes) +20, Listen +20, Move Silently +21, Sense Motive +20, Search +20, Spot +20, Survival +3 (+5 following tracks, +5 on other planes), Use Rope +4 (+6 bindings) |
| Feats: Cleave, Empower Spell-Like Ability (holy smite), Exotic Weapon Proficiency (bastard sword)(B), Improved Initiative, Improved Sunder, Power Attack |
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| Environment: Any good-aligned plane |
| Organization: Solitary, pair, or trio |
| Challenge Rating: 15 |
| Treasure: No coins; double goods; standard items |
| Alignment: Always good (any) |
| Advancement: 15-21 HD (Large); 22-42 HD (Huge) |
| Level Adjustment: — |
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This creature resembles a beautiful, muscular human of nearly twice normal height. It has a glowing countenance and a pair of white, feathered wings.
Powers zealously strive to maintain order in the Multiverse. As such, they are the chief opponents of demons, who seek to sow chaos.
A power is 12 feet tall and weighs about 1,200 pounds.
Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.
COMBAT
Powers are among the most martially-focused of the angels, wading into battle against the forces of evil while inspiring allies with their courage. Powers view demons as their chief foes, and carry armaments designed to destroy the chaotic fiends.
A power's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Aura of Heroic Inspiration (Su): A power continually emanates an aura that inspires its allies. This functions as greater heroism (caster level 14th), except it affects all good-aligned creatures within a 60-foot-radius. The power can suppress or resume this aura as a free action.
Change Shape (Su): A power can assume the form of any Small or Medium humanoid.
Lay on Hands (Su): As the paladin class feature, except that each day, a power can heal an amount of damage equal to its full normal hit points.
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 14th). 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—hold monster (DC 19), holy smite (DC 19), silence (DC 17), true seeing; 3/day—blade barrier (DC 21), dimensional anchor, dispel evil (DC 20), empowered holy smite (DC 19), flame strike (DC 20), stone tell; 1/day—earthquake, holy word (DC 22), raise dead. Caster level 14th. The save DCs are Charisma-based.
Tongues (Su): A power can speak with any creature that has a language, as though using a tongues spell (caster level 14th). 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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