Angel, Light |
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Small Outsider
(Angel, Extraplanar, Good)
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| Hit Dice: 10d8+30 (75 hp) |
| Initiative: +8 |
| Speed: Fly 120 ft (perfect) (24 squares) |
| Armor Class: 20 (+1 size, +4 Dex, +5 natural), touch 15, flat-footed 16 |
| Base Attack/Grapple: +10/+1 |
| Attack: Lightstrike +15 melee touch (1d12) |
| Full Attack: Lightstrike +15 melee touch (1d12) |
| Space/Reach: 5 ft/5 ft |
| Special Attacks: Lightstrike, spell-like abilities, summon angels |
| Special Qualities: Damage reduction 10/evil, darkvision 60 ft, holy sanctuary, immunity to acid, cold, death effects, mind affecting effects, and petrification, protective aura, resistance to electricity 10 and fire 10, low-light vision, spell resistance 22, tongues, uncanny dodge |
| Saves: Fort +10 (+14 against poison),
Ref +11, Will +10
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| Abilities: Str 1,
Dex 18, Con 17,
Int 12, Wis 16,
Cha 21 |
| Skills: Concentration +14, Diplomacy +17, Intimidate +12, Knowledge (any three) +13, Listen +18, Move Silently +12, Search +11, Sense Motive +13, Spellcraft +10, Spot +18, Survival +3 (+5 following tracks) |
| Feats: Dodge, Flyby Attack, Improved Initiative, Weapon Finesse |
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| Environment: Any good-aligned plane |
| Organization: Solitary |
| Challenge Rating: 12 |
| Treasure: None |
| Alignment: Always good (any) |
| Advancement: 11-30 HD (Small) |
| Level Adjustment: +8 (cohort) |
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This swirling mass of mists and light constantly shifts its shape and form. From deep inside its interior shines a chaotic rainbow of colors that changes rapidly and randomly.
Lights are energy creatures, champions of good that inhabit the Upper Planes. From a distance, lights are sometimes confused for lantern archons. Lights, however, are significantly more powerful celestial stewards. Rumors imply that good-aligned creatures that look at this colorful nimbus will see a memory of their finest moment in life, whereas evil creatures will see the life they could have led if they had made better choices.
Gods create lights to serve as cohorts for very high-level worshipers with the Leadership feat. On very rare occasions, a light may also serve as a companion for a specific quest. To request the help of a light for such a quest, a worshiper must fast for three days and three nights, silently meditating in total solitude, bathing himself in holy water at the end of this meditation. If the ritual is done properly, the applicant's god will send a light to serve him, if the god judges him worthy. With less than one thousand lights in existence, each one cannot afford to stay with a single worshiper for long.
Lights speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.
COMBAT
Lights are champions of good, always ready to engage evil creatures in combat. They will use their lightstrike on evil creatures, and their spell-like abilities to incapacitate other attackers.
A light's natural weapons are treated as good-aligned for the purpose of overcoming damage reduction.
Lightstrike (Su): A light's touch attack functions similarly to a brilliant energy weapon, ignoring nonliving matter. Armor bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the light energy passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) Unlike a brilliant energy weapon, the lightstrike can harm undead. Only evil and neutral creatures are harmed by a lightstrike; good creatures are unaffected, and it deals only half damage to creatures that are neither good nor evil.
Spell-Like Abilities: At will - aid, bless, detect evil, discern lies (DC 19), light; 7/day - continual flame, daylight, hold person; 3/day - cure serous wounds, dispel evil (DC 20), dispel magic, holy smite (DC 19), polymorph (self only), remove curse, remove disease, remove fear; 1/day - commune, raise dead. Caster level 12th. The save DCs are Charisma-based.
Summon Angel (Sp): Once per day a light can attempt to summon 1 agathion with a 50% chance of success. This ability is the equivalent of a 6th-level spell.
Holy Sanctuary (Su): A light has a continuous sanctuary effect (as the spell, DC 20) that affects only nonevil creatures. The save DC is Charisma-based.
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 a light. 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 10th). This aura can be dispelled, but the light 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.)
Rejuvenation (Su): Lights may only be permanently destroyed on their home plane. If a light is reduced to -10 or fewer hit points on another plane, it dissipates and reforms on its home plane one month later.
Tongues (Su): A light can speak with any creature that has a language, as though using a tongues spell (caster level 10th). This ability is always active.
Uncanny Dodge (Ex): A light retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 14th level. It can flank characters with the uncanny dodge ability as if it were a 10th-level rogue.
Skills: A light has a +8 racial bonus on Listen and Spot checks. |
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1991 Wizards of the Coast, Inc. Originally found in Monstrous Compendium MC8 - Outer Planes Appendix (1991, J. Paul LaFountain) and Planescape Monstrous Compendium Appendix I (1994). |
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