Angel, Dominion |
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Large Outsider
(Angel, Extraplanar, Good)
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| Hit Dice: 19d8+95 (180 hp) |
| Initiative: +8 |
| Speed: 30 ft. (6 squares), fly 60 ft. (good) |
| Armor Class: 33 (-1 size, +4 Dex, +20 natural), touch 13, flat-footed 29 |
| Base Attack/Grapple: +19/+29 |
| Attack: +4 merciful heavy mace +28 melee (2d6+13) or slam +24 melee (2d8+6) |
| Full Attack: +4 merciful heavy mace +28/+23/+18/+13 melee (2d6+13) or slam +24 melee (2d8+6) |
| Space/Reach: 10 ft./10 ft. |
| Special Attacks: Awe, brazen bottle, repel evil, spell-like abilities |
| Special Qualities: Change shape, damage reduction 15/evil, darkvision 60 ft., immunity to acid, cold, mind affecting spells and abilities, and petrification, low-light vision, protective aura, regeneration 10, resistance to electricity 10 and fire 10, spell resistance 31, tongues |
| Saves: Fort +18 (+22 against poison),
Ref +15, Will +18
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| Abilities: Str 23,
Dex 19, Con 20,
Int 24, Wis 24,
Cha 27 |
| Skills: Balance +26, Concentration +27, Craft (any 2) +29, Diplomacy +34, Intimidate +30, Knowledge (any 3) +29, Listen +29, Move Silently +26, Search +29, Sense Motive +31, Spellcraft +29, Spot +29, Survival +7 (+9 following tracks) |
| Feats: Cleave, Dodge, Great Fortitude, Improved Initiative, Mobility, Negotiator, Power Attack |
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| Environment: Any good-aligned plane |
| Organization: Solitary or pair |
| Challenge Rating: 18 |
| Treasure: No coins; double goods; standard items |
| Alignment: Always good (any) |
| Advancement: 19-33 HD (Large); 34-57 HD (Huge) |
| Level Adjustment: — |
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This creature resembles a divinely beautiful human of unusual size. From its shoulders sprouts a pair of feathered wings. It carries a macelike sceptre with a glowing orb of light upon its head.
Dominions regulate the duties of lower angels. They rarely interfere in the affairs of mortals, but are occasionally dispatched to deal with fiends that take too much interest in the Material Plane. Dominions also are tasked with illuminating the activities of false prophets or mortals masquerading as divine beings.
A dominion is 9 feet tall and weighs 500 pounds.
Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.
COMBAT
Although they generally deal with confrontation through the use of diplomacy and intimidation, dominions are not afraid to wade into melee with their +4 merciful heavy maces. They take great pleasure in battling and defeating fiends.
A dominion's natural weapons, as well as any weapons it wields, are treated as epic and good-aligned for the purpose of overcoming damage reduction.
Awe (Su): Once per day, a dominion may create an aura that can deeply affect mortals. Creatures that can see the dominion must succeed on a DC 27 Will save to avoid the effects. A creature that succeeds on its saving throw remains immune to that dominion's awe for 24 hours. This effect lasts for 2d6+6 rounds. This is a mind-affecting effect. The save DC is Charisma-based.
A dominion can choose from the following effects each round as a free action while its awe power is in effect:
Daze: Affected beings just stare at the dominion in fascination. Awed creatures may defend themselves normally, but can take no actions. If a creature attacked physically, it will recover in the following round.
Fright: Affected beings become shaken and suffer a –2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the dominion makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.
Resolve: The dominion's allies receive a +4 morale bonus on attack rolls, saves, and checks, while the dominion's foes suffer a –4 morale penalty on attack rolls, saves, and checks.
Brazen Bottle: Each dominion carries a special form of iron flask which may only be used to trap evil outsiders.
Change Shape (Su): A dominion can assume the form of any Small or Medium humanoid.
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 19th). 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.)
Regeneration (Ex): A dominion takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.
Repel Evil (Su): Three times per day, a dominion can attempt to telepathically drive away all evil creatures from an area. All evil beings without a divine rank within a 60-foot-radius must succeed on a DC 27 Will save or immediately exit the area to the best of their abilities. This effect otherwise functions as the repulsion spell in that area, except it only effects evil creatures without a divine rank, and it has a duration of 24 hours. The save DC is Charisma-based.
Spell-Like Abilities: At will—continual flame, dispel evil, greater dispel magic, holy smite (DC 22), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead; 3/day—banishment (DC 25), blade barrier (DC 24), power word stun, raise dead, waves of fatigue; 1/day—baleful polymorph (DC 23), flesh to stone (DC 24), greater shout (DC 26), greater restoration, mass hold monster (DC 27), waves of exhaustion. Caster level 19th. The save DCs are Charisma-based.
The following abilities are always active on the dominion's person, as the spells (caster level 19th); detect evil, detect snares and pits, discern lies (DC 22), see invisibility, and true seeing. They can be dispelled, but the dominion can reactivate them as a free action.
Tongues (Su): A dominion can speak with any creature that has a language, as though using a tongues spell (caster level 19th). 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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