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Wake Angel
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<blockquote data-quote="Gish Makai" data-source="post: 13800" data-attributes="member: 241"><p>Wake Angel</p><p>Small Aberration (Air, Incorporeal)</p><p></p><p>HD: 8d8 (36 hp) </p><p>Initiative: +13 (+9 Dex, +4 Improved Initiative)</p><p>Speed: Fly 50 ft (perfect)</p><p>AC: 25 (+1 Size, +9 Dex, +5 Deflection)</p><p>Attacks: None</p><p>Damage: None</p><p>Face/Reach: 5 ft x 5 ft/5 ft</p><p>Special Qualities: Incorporeal, Luck of the Angel, Natural Invisibility, Spell Immunity</p><p>Saves: Fort +2, Ref +11, Will +9</p><p>Abilities: Str --, Dex 29, Con 10, Int 15, Wis 16, Cha 12</p><p>Skills: Bluff +11, Listen +16, Move Silently +12, Search +13, Spot +16</p><p>Feats: Alertness, Blind-Fight, Dodge, Improved Initiative</p><p></p><p>Climate/Terrain: Temperate Forest</p><p>Organization: Solitary or string (2-5)</p><p>CR: 6</p><p>Treasure: None</p><p>Alignment: Neutral Good (Always)</p><p>Advancement Range: 9-16 HD (Small)</p><p></p><p>The wake angel is a blessing to many adventurers. It usually only appears on moonlit nights or when conditions make it foggy enough to barely be seen. If a traveler is lucky enough to see one, they know their journey is blessed.</p><p></p><p>They appear as silhouettes of large birds. They trail vapors behind them when they glide along with travelers. They are white in appearance but can change colors depending on the situation.</p><p></p><p>COMBAT</p><p>The wake angel despises combat in all forms. It will not attack and will choose to flee if necessary. They lead travelers away from perils and dangers.</p><p></p><p>Luck of the Angel (Su): If travelers see a wake angel in their travels, they are truly blessed. Just the appearance of a wake angel gives all good aligned travelers +1 to their attacks and saves for a full day. If travelers are blessed to be touched in the wake of their vapor trail, then they receive a +2 for the day. They can detect those who are not lawful or good and choose not to give those the luck of the angel.</p><p></p><p>Natural Invisibility (Ex): A startled or scared wake angel can fade from view, effectively becoming invisible as the spell.</p><p></p><p>Spell Immunity (Ex): The only spells that can affect wake angels are magic circle against good, magic missile, maze, and protection from good.</p><p></p><p>Incorporeal: Only harmed by +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.</p></blockquote><p></p>
[QUOTE="Gish Makai, post: 13800, member: 241"] Wake Angel Small Aberration (Air, Incorporeal) HD: 8d8 (36 hp) Initiative: +13 (+9 Dex, +4 Improved Initiative) Speed: Fly 50 ft (perfect) AC: 25 (+1 Size, +9 Dex, +5 Deflection) Attacks: None Damage: None Face/Reach: 5 ft x 5 ft/5 ft Special Qualities: Incorporeal, Luck of the Angel, Natural Invisibility, Spell Immunity Saves: Fort +2, Ref +11, Will +9 Abilities: Str --, Dex 29, Con 10, Int 15, Wis 16, Cha 12 Skills: Bluff +11, Listen +16, Move Silently +12, Search +13, Spot +16 Feats: Alertness, Blind-Fight, Dodge, Improved Initiative Climate/Terrain: Temperate Forest Organization: Solitary or string (2-5) CR: 6 Treasure: None Alignment: Neutral Good (Always) Advancement Range: 9-16 HD (Small) The wake angel is a blessing to many adventurers. It usually only appears on moonlit nights or when conditions make it foggy enough to barely be seen. If a traveler is lucky enough to see one, they know their journey is blessed. They appear as silhouettes of large birds. They trail vapors behind them when they glide along with travelers. They are white in appearance but can change colors depending on the situation. COMBAT The wake angel despises combat in all forms. It will not attack and will choose to flee if necessary. They lead travelers away from perils and dangers. Luck of the Angel (Su): If travelers see a wake angel in their travels, they are truly blessed. Just the appearance of a wake angel gives all good aligned travelers +1 to their attacks and saves for a full day. If travelers are blessed to be touched in the wake of their vapor trail, then they receive a +2 for the day. They can detect those who are not lawful or good and choose not to give those the luck of the angel. Natural Invisibility (Ex): A startled or scared wake angel can fade from view, effectively becoming invisible as the spell. Spell Immunity (Ex): The only spells that can affect wake angels are magic circle against good, magic missile, maze, and protection from good. Incorporeal: Only harmed by +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. [/QUOTE]
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