Monster Angel Empyreal

Source: Pathfinder
Giusto de' Menabuoi, Adam and Eve, 1376-78, baptistery at Padova.
Giusto de’ Menabuoi, Adam and Eve, 1376-78, baptistery at Padova.

This creature resembles a man-sized column of white fire. Within the burning fires seems to be a winged humanoid-shaped creature dressed in shining armor.

Empyreals are knights and warriors in the service of good deities. While closely associated with other angels, empyreals are often found leading holy armies against the forces of evil. They are fiery, quick-tempered, and forceful, but always fair. In the upper planes those that serve as commanders spend their time organizing their troops and planning strategies. While the more powerful empyreals serve as commanders, the lesser can be found performing any number of duties, whether it is acting as guard, servant, or messenger.

Empyreal CR 15
XP 51,200
LG Large outsider (angel, extraplanar, good, lawful)
Init +8; Senses Darkvision 60 ft., detect evil, Low-Light VisionPerception +28
Aura aura of goodness, protective aura
AC 27, touch 13, flat-footed 23 (+4 Dexterity, +14 natural, –1 size; +4 deflection vs. evil)
hp 136 (13d10+65)
Fort +15, Ref +12, Will +8; +4 vs. poison, +4 resistance vs. evil
DR 10/evil; Immune acid, cold, petrification, death effects; Resist electricity
10, fire 10; SR 26
Speed 40 ft., Fly 70 ft. (good)

Melee +3 flaming longsword +23/+18/+13 (1d8+10 plus 1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks radiant blast
Spell-Like Abilities (CL 13th)

Constant – detect evil

At will- aid, continual flame, discern lies (DC 19), dispel magic, holy smite (DC 19), invisibility (self only), plane shift (DC 22), remove curse (DC 19), remove disease (DC 18), remove fear (DC 16)

5/day – cure moderate wounds

3/day- blade barrier (DC 21), cure serious wounds, flame strike (DC 20), scorching ray (3 rays)

1/day- heal, raise dead

Strength 24, Dexterity 18,  Constitution 20, Intelligence 18, Wisdom 18, Charisma 20

Base Atk +13; CMB +21; CMD 35

Feats Alertness, Blind-Fight, Cleave, Great
, Improved Initiative, Power Attack, Weapon

Skills Diplomacy +21, Fly +22, Heal +20, Intimidate +18, Knowledge (planes)  +20, Knowledge (religion)
+17, Perception +28, Sense
+24, Stealth +16, Survival +20; Racial Modifiers +4 Perception

Languages Celestial, Common, Draconic, Infernal; truespeech

Gear +3 flaming longsword

Aura of Goodness  (Su) An empyreal radiates an aura in a 30-foot radius spread around its form. Any non-evil creature in this area must succeed on a DC 23 Will save or be overcome with awe and unable to attack the empyreal that round.

Evil creatures within the area must make a successful DC 23 Will save or be unable to even look at that empyreal for one day. An affected evil creature functions as if blinded (as the blindness spell) when attacking that empyreal. On a successful save, a creature is immune to the aura of goodness of that empyreal for one day. The save DC is Charisma-based and includes a +2 bonus.

Radiant Blast (Su) Once per day, an empyreal can increase the radiance of its form and release it in a cone-shaped blast to a range of 60 feet that
deals 15d6 points of damage and blinds any creature in the area (as
the blindness spell) for 3d6 minutes. Affected creatures can make a
successful DC 21 Reflex save to halve the damage and avoid being blinded.
The save DC is Constitution-based.

Environment any  good-aligned plane
Organization solitary or group (2-4)
Treasure double standard

Empyreals that enter combat prefer to attack their opponents with a mixture of magic and direct physical attacks with their longswords. Against powerful foes, an empyreal uses its radiant blast to catch as many foes as it can in the area of effect. During battle, an empyreal often stays aloft where it can blast its foes with spells while staying out of melee range.

Section 15: Copyright Notice – Tome of Horrors Complete

Empyreal from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.