Kitsunekaboom
First Post
Hey nothing wrong with cards adapted from Magic: the Gathering right?
This card just DEMANDED that I build it. It said "Build me or I rip your arms off and beat you to death with them." And so I did.
Iridescent Angel
Medium Outsider (Good)
Hit Dice: 4d8+12(35)
Initiative: +8 (+3 Dex, +5 Natural)
Speed: 20 Ft, Fly 70
AC: 20 (+3 Dex, +2 Natural, +5 Breast Plate)
Attacks: 1 melee +8 Holy Long Spear, or +9 Holy Longsword
Damage: 1d8+4 (+2d6 vs. Evil), or 1d6+4 (+2d6 vs. Evil) longsword
Face/Reach: 5 Ft. 5 Ft. (10 Ft. Reach with spear)
Special Attacks: Nil
Special Qualities: Darkvision 60’, Immunities, Damage Reduction: 10/+2,
Spell Like Abilities
Saves: Ref: +6 Fort: +7 Will: +8
Abilities: Str:18, Dex:16, Con:16, Int: 15, Wis: 18, Cha: 20
Skills: Craft (Any 2) +6, Escape Artist +6, Hide +6,
Knowledge (any one, Arcana, and Planes) +6, Listen +9, Move Silently +6,
Sense Motive +6, Spot +9
Feats: Alertness, Fly By Attack
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 7
Treasure: Just the weaponry and armor listed above.
Alignment: Always Chaotic Good
Advancement: 5+ Large
Iridescent Angels appear as human females with great wings, purple skin, and a glowing aura. They are paragons of good and will go through any being that stands in their way. Many beings rightfully fear the wrath of the Iridescent Angels for many spells merely annoy them.
Combat
Iridescent Angels use their spear first, usually as a melee weapon but when needed as a missile weapon.
Damage Reduction (SU)
An Iridescent Angel ignores the first 10 points of damage from most weapons and natural attacks; the wounds heal immediately. A weapon of +2 or better enchantment deals full damage.
In addition, the Iridescent Angel ignores the first 20 points of damage from Animals, Giants, Goblinoids, Plants, Shapeshifters, Undead, Vermin, and any creature with the Air, Cold, Earth, Evil, Fire, Good, or Water subtypes. A weapon wielded by any of these of +5 or better enchantment deals full damage.
Immunities (Su)
Iridescent Angels are immune to the domains of Air, Animal, Chaos, Death, Destruction, Earth, Evil, Good, Healing, Law, Plant, and Water.
In addition the Iridescent Angel is immune to the Necromancy and Illusion schools of magic as well as any spells meant to charm or control the mind.
An Iridescent Angel is also immune to Cold, Electricity, Fire, and Sonic damage.
Spell like abilities
An Iridescent Angel has the following spells active at all times; Nondetection, Protection from Good, and Protection from Evil, all cast as a 20th level sorcerer.

Iridescent Angel
Medium Outsider (Good)
Hit Dice: 4d8+12(35)
Initiative: +8 (+3 Dex, +5 Natural)
Speed: 20 Ft, Fly 70
AC: 20 (+3 Dex, +2 Natural, +5 Breast Plate)
Attacks: 1 melee +8 Holy Long Spear, or +9 Holy Longsword
Damage: 1d8+4 (+2d6 vs. Evil), or 1d6+4 (+2d6 vs. Evil) longsword
Face/Reach: 5 Ft. 5 Ft. (10 Ft. Reach with spear)
Special Attacks: Nil
Special Qualities: Darkvision 60’, Immunities, Damage Reduction: 10/+2,
Spell Like Abilities
Saves: Ref: +6 Fort: +7 Will: +8
Abilities: Str:18, Dex:16, Con:16, Int: 15, Wis: 18, Cha: 20
Skills: Craft (Any 2) +6, Escape Artist +6, Hide +6,
Knowledge (any one, Arcana, and Planes) +6, Listen +9, Move Silently +6,
Sense Motive +6, Spot +9
Feats: Alertness, Fly By Attack
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 7
Treasure: Just the weaponry and armor listed above.
Alignment: Always Chaotic Good
Advancement: 5+ Large
Iridescent Angels appear as human females with great wings, purple skin, and a glowing aura. They are paragons of good and will go through any being that stands in their way. Many beings rightfully fear the wrath of the Iridescent Angels for many spells merely annoy them.
Combat
Iridescent Angels use their spear first, usually as a melee weapon but when needed as a missile weapon.
Damage Reduction (SU)
An Iridescent Angel ignores the first 10 points of damage from most weapons and natural attacks; the wounds heal immediately. A weapon of +2 or better enchantment deals full damage.
In addition, the Iridescent Angel ignores the first 20 points of damage from Animals, Giants, Goblinoids, Plants, Shapeshifters, Undead, Vermin, and any creature with the Air, Cold, Earth, Evil, Fire, Good, or Water subtypes. A weapon wielded by any of these of +5 or better enchantment deals full damage.
Immunities (Su)
Iridescent Angels are immune to the domains of Air, Animal, Chaos, Death, Destruction, Earth, Evil, Good, Healing, Law, Plant, and Water.
In addition the Iridescent Angel is immune to the Necromancy and Illusion schools of magic as well as any spells meant to charm or control the mind.
An Iridescent Angel is also immune to Cold, Electricity, Fire, and Sonic damage.
Spell like abilities
An Iridescent Angel has the following spells active at all times; Nondetection, Protection from Good, and Protection from Evil, all cast as a 20th level sorcerer.
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