Angel of Mercy


Medium Outsider (Angel, Extraplanar, Good)

Hit Dice: 14d8+56 (119 hp)
Initiative: +8
Speed: 40 ft. (8 squares), fly 80 ft. (good)
Armor Class: 21 (+4 Dex, +17 natural), touch 14, flat-footed 17
Base Attack/Grapple: +14/+20
Attack: +4 longsword +24 melee (1d8+13/19-20) or slam +20 melee (1d8+6)
Full Attack: +4 longsword +24/+19/+14 melee (1d8+13/19-20) or slam +20 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mercy, spell-like abilities, spells
Special Qualities: Change shape, damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 5, resistance to electricity 10 and fire 10, spell resistance 30, tongues
Saves: Fort Fort +13 (+17 against poison), Ref +13, Will +15
Abilities: Str 23, Dex 19, Con 19, Int 20, Wis 22, Cha 22
Skills: Concentration +21, Diplomacy +25, Heal +23, Hide +21, Intimidate +23, Knowledge (religion) +22, Knowledge (the planes) +22, Listen +23, Move Silently +21, Sense Motive +23, Spellcraft +22 (+24 scrolls), Spot +22, Survival +6 (+8 on other planes), Use Magic Device +23 (+25 scrolls)
Feats: Extend Spell, Flyby Attack, Improved Counterspell, Improved Initiative, Power Attack

Environment: Any good-aligned plane
Organization: Solitary, pair, or host (3-12)
Challenge Rating: 15
Treasure: No coins; double goods; standard items
Alignment: Always good (any)
Advancement: 15-18 HD (Medium); 19-36 HD (Large)
Level Adjustment:
 
A venerable, handsome humanoid in white robes soars on white, feathery wings sprouting from its back. It carries a glowing longsword.

Angels of mercy serve as guides, protectors, and last-minute rescuers to the weak and innocent.

An angel of mercy is 5 1/2 to 6 feet tall and weighs about 150-250 pounds.

Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.

COMBAT

An angel of mercy usually holds back to protect its charge, using spell-like abilities until forced into melee. An angel of mercy rarely uses lethal force, unless squaring off against a creature clearly beyond redemption (such as an evil outsider) or immune to nonlethal damage (such as constructs or undead creatures). If quarter is requested by an adversary, an angel of mercy always grants it as long as the foe honestly agrees to repent (a fact which can be determined via detect thoughts and discern lies).

An angel of mercy'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): An angel of mercy can assume the form of any Small or Medium humanoid.

Mercy (Su): An angel of mercy may choose to deal nonlethal damage with any of its natural attacks, weapon attacks, spells, or spell-like abilities at no penalty or increase in spell level or casting time.

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.)

Regeneration (Ex): An angel of mercy takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.

Spell-Like Abilities: At will—cure serious wounds, daylight, detect thoughts (DC 18), discern lies (DC 20), greater teleport, remove curse, remove disease, wall of fire, wall of ice (DC 20), wall of stone; 3/day—blade barrier, wind walk; 1/day—atonement. Caster level 14th. The save DCs are Charisma-based.

Spells: Angels of mercy can cast divine spells as 14th-level clerics. An angel of mercy has access to two of the following domains: Community, Good, Nobility, Protection, or Travel (plus any others from its deity). The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/7/7/5/5/4/4/2; save DC 16 + spell level):
0—create water, detect magic, guidance, purify food and drink, resistance, virtue;
1st—bless (2), divine favor*, endure elements (2), sanctuary, shield of faith (2);
2nd—aid, align weapon, bear's endurance, bull's strength, lesser restoration, make whole, shield other, status*;
3rd—continual flame, create food and water, extended spiritual weapon, magic vestment*, prayer, searing light;
4th—control water, death ward, extended prayer, freedom of movement, greater status*, spell immunity;
5th—flame strike (2), greater command*, righteous might, spell resistance;
6th—blade barrier (2), find the path, heroes’ feast*, mass bear's endurance;
7th—control weather, holy word, refuge*.
*Domain spell. Domains: Community and Nobility.

Tongues (Su): An angel of mercy can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
 
1978 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #17