Valiance
Medium Outsider (Good)
Hit Dice: 6d8 + 24 (52 hp)
Speed: 30 feet, fly 80 feet (average)
AC: 25 (+5 Dex, +10 natural)
Attacks: Slam +9/+4 melee
Damage: Slam 1d6+4
Face/Reach: 5 feet by 5 feet/5 feet
Special Qualities: Damage reduction 15/+1, SR 25, celestial qualities
Saves: Fort +9, Ref +10, Will +7
Abilities: Str 17 Dex 21, Con 18, Int 21,Wis 14, Cha 22
Challenge Rating: 10
Celestial Qualities
Aura of Menace (Su): Like archons, a righteous aura surrounds arcane angels that fight or get angry. Any hostile creature within a 20-foot radius of an arcane angel must succeed
at a Will save to resist its effects. The save DC varies with the type of arcane angel—19 for the valiance and 20 for the thaerestian. Those who fail suffer a –2 morale penalty to attacks, AC, and saves for one day or until they successfully hit the arcane angel that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that arcane angel’s aura for one day.
Protective Aura (Su): As a free action, arcane angels can surround themselves with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer with a level equal to the angel’s Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action on its next turn.
Teleport (Su): Arcane angels can teleport without error at will, as the spell cast by a 14th-level sorcerer, except it can transport only itself and up to 50 lbs. of objects.
Tongues (Su): Arcane angels can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability remains always active.
Immunities (Ex): All celestials are immune to electricity and petrification attacks. Arcane angels are also immune to cold and acid.
Resistances (Ex): Arcane angels have fire resistance 20. They receive a +4 racial bonus to Fortitude saves against
poison.
Keen Vision (Ex): Arcane angels have low-light vision and 60-foot darkvision.
VS.
Quasit
Tiny Outsider (Chaotic, Evil)
Hit Dice: 3d8 (13 hp)
Initiative: +3 (Dex)
Speed: 20 ft., fly 50 ft. (perfect)
AC: 18 (+2 size, +3 Dex, +3 natural)
Attacks: 2 claws +8 melee, bite +3 melee
Damage: Claw 1d3-1 and poison, bite 1d4-1
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks: Spell-like abilities, poison
Special Qualities: Damage reduction 5/silver, SR 5, poison immunity, fire resistance 20, alternate form, regeneration 2
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10
Challenge Rating: 3
Spell-Like Abilities: At will-detect good, detect magic, and invisibility (self only); 1/day-cause fear (as the spell, except that its area is a 30-foot radius from the quasit). These abilities are as the spells cast by a 6th-level sorcerer (save DC 10 + spell level).
Once per week a quasit can use commune to ask six questions (this is otherwise as the spell cast by a 12th-level cleric).
Poison (Ex): Claw, Fortitude save (DC 13); initial damage 1d4 temporary Dexterity, secondary damage 2d4 temporary Dexterity.
Alternate Form (Su): A quasit can assume other forms at will as a standard action. This ability functions as polymorph self cast by a 12th-level sorcerer, except that any individual quasit can assume only one or two forms no larger than Medium-size. Common forms include bat, monstrous centipede, toad, and wolf.
Regeneration (Ex): Quasits take normal damage from acid, and from holy and blessed weapons.
Analysis to follow.