Omata, Kerubim Style
Here's the Kerubim version of Omata that I came up with. I tried to hold true to the comments from the creature's namesake, as well as from the other regulars in the thread. An interesting comparison, to be sure.
As always, constructive criticism is appreciated.
OMATA, Kerubim, the Rainbow Serpent
Couatl Kerubim, Psion (Shaper) 20 CR 50; Huge Outsider (Celestial); HD 27d8+162 and 20d4+120; hp 578; Init +8; Spd 40 ft., fly 100 ft. (perfect); AC 32, touch 19, flat-footed 28; Atk +49 melee (1d4+18+ poison (Fortitude DC 29 2d6 Str, 4d6 Str) + 2d6 (bane) + 1d6 (fire) + 2d6 (holy) +5 bite), or +39/+34/+29/+24 ranged (ranged attack or spell); Face/Reach 15 ft. by 15 ft. (coiled)/10 ft.; SA celestial song, holy beacon, constrict, poison, psionics, spells, Emerald Rain, Myriad; SQ Kerubim Qualities, detect evil, discern lies, holy touch, turn undead 8/day (cleric 13), ethereal jaunt, telepathy, DR 30/+3, regeneration 6, SR 62; AL LG; SV Fort +31, Ref +29, Will +31; Str 28, Dex 18, Con 22, Int 24, Wis 23, Chr 21. 10' tall
Skills and Feats: Alchemy +27, Appraise +17, Concentration +56, Intimidate +16, Knowledge (history) +34, Knowledge (nature) +30, Knowledge (psionics) +53, Listen +34, Perform (sing) +25, Psicraft +60, Remote View +27, Search +37, Sense Motive +39, Spot +36, Tumble +34, Wilderness Lore +24. Craft Crystal Capacitor, Craft Universal Item, Disarm Mind, Dodge, Expertise, Fly-by Attack, Improved Initiative, Improved Manifestation, Improved Trip, Inertial Armor, Mental Adversary, Power Attack, Power Penetration, Quicken Power, Still Spell.
Kerubim Qualities: Omata is immune to acid, cold, electricity, and petrification; he possesses fire resistance 30 and receives a +4 save against poisons. He may communicate as if under the effects of the tongues spell. As a free action during his turn, Omata may generate a protective aura which acts as a double strength magic circle against evil and as a globe of invulnerability, both cast as a 27th level Sorcerer; the aura can be dispelled, but Omata can create it again as a free action on his turn.
Holy Touch (Ex): Omata's touch can enchant any weapon (only weapons tainted with evil, intelligent weapons, or artifacts are unaffected). All weapons acquire the flame-burst enhancement. Certain types of weapons receive additional benefits. Any slashing weapon functions as a +2 holy vorpal weapon. Any piercing weapon functions as a +5 holy weapon of the appropriate bane type. Any bludgeoning weapon functions as a +5 holy disrupting weapon. Once Omata sets the weapon down, it loses the enhancement. (Omata's bite functions as a +5 bane flaming burst holy weapon).
Psionics and Spell-Like Abilities: At will- aid, castigate, detect chaos, detect good, detect law, dispel evil, dispel magic, flamestrike, hallow, holy aura, holy smite, improved invisibility, lesser restoration, mirage arcana, plane shift, polymorph self, remove curse, remove disease, remove fear, silence, true seeing; 6/day - blade barrier, clairaudience/clairvoyance, cure serious wounds. 3/day - heal, resurrection, righteous wrath of the faithful, symbol (any); 1/day - true resurrection; 1/week - miracle. These abilities are as spells cast by a 34th level sorcerer (save DC 15 + spell level).
Celestial Song (Su): Once per day as a standard action, Omata can sing a Celestial Song. All mortal beings within 30 feet of Omata receive a Will save DC 38. Those that fail are subject to one of two effects determined by Omata. Omata can opt to calm emotions (his preference, which he casts as a 27th level Sorcerer) or he can induce awe. When inducing awe, all good beings within the radius that fail are stunned by the Kerubim, finding themselves unable to take any offensive action against the Kerubim, although they may defend themselves or attack other creatures. Neutral creatures are slowed, as they struggle not to gape at the Celestial in awe. Evil creatures behave as if affected by fear.
Holy Beacon (Su): Omata may issue a Holy Beacon as a free action once a day. The Beacon extends for five miles of Omata's location when issued. All goodly beings within the radius immediately sense that Omata, a servant of goodness, is in need of assistance and will rush to him with all possible speed. Alerted beings instantly know Omata's precise location, his current status (health, etc.), any adversaries Omata is aware of, and the nature/goal of the Beacon.
Emerald Rain (Su): As the master of the rainbow, Omata has the ability to control weather as if he were a 34th level Sorcerer 3/day. In addition to the normal effects of this spell, Omata can cause any precipitation caused by weather he's manipulated to take on special effects. The rain, emerald in appearance, behaves as if it were triple strength holy water with the following adjustments. This rain cures critical wounds and restores good aligned beings every five rounds they are in the rain. Evil living creatures (this excludes evil Outsiders as well as Undead, which take full damage from the holy water as well as the negative energy level) suffer the equivalent amount of subdual damage and a negative energy level for every five rounds in the rain; evil beings may regain the lost level(s) by a successful Fortitude save DC 38 one day after being exposed to the rain. Finally, plant-life within the rain is healed, blossoms, and blooms.
Myriad (Su): The Rainbow Serpent can mimic the powers of color related spells as if he were a 34th level Sorcerer. Each round during his turn, Omata may cast color spray as a free action. He may also cause the spectrum of lights that surround his body to create a hypnotic pattern 5/day. 3/day, Omata may create a prismatic spray. Finally, Omata may create either a prismatic sphere or a prismatic wall a total of 3/day. All applicable saves against these effects are against a DC of 38.
Regeneration (Ex): Omata takes normal damage from unholy weapons of at least +6 enhancement or vile damage.
Constrict (Ex): Omata deals 4d6+13 points of damage with a successful grapple check against Huge or smaller creatures.
Ethereal Jaunt (Su): This works like the spell as cast by a 34th level Sorcerer.
Spells: Omata casts spells as a 9th level sorcerer with access to the Air, Good, and Law domains. The DC = 15 + spell level. Although he progressed significantly in size and power over the millennia, Omata discontinued honing his arcane skill in favor of psionics.
Telepathy (Su): Omata can communicate telepathically with any creature within 90 feet that has an Intelligence score of at least 1. The creature can respond to Omata if it wishes - no common language is necessary.
Psion (Shaper) level 20. Omata has access to all psionic combat modes. He has 238 power points.