Tuesday, January 29, 2019

Angel, Malak, Archway

Angel, Malak, Archway
CR 17 XP: 102,400
NG Large outsider (angel, extraplanar)
Init +5; Senses Darkvision 60 ft., low-light vision, true seeing; Perception +27
Aura Protective
AC 30, touch 14, flat-footed 25 (-1 size, +16 natural, +5 Dex)
HP 200 (16d10+112)
Fort +17, Ref +15, Will +18
Defensive Abilities Fort + 21 against poison; DR 15/evil; Immune acid, cold, death effects, negative energy and petrification; SR 30; Resist electricity 10 and fire 10
Speed 30 ft., fly 80 ft. (perfect)
Melee +3 cold iron scythe +23/+18/+13/+8 melee (2d6+10 plus touch of death, x4) or touch +20 melee touch (touch of death)
Space 10 ft., Reach 10 ft.
Special Attacks Spells, spell-like abilities, touch of death
Spell-Like Abilities (CL 16h) At will - death knell, dimension door, greater invisibility, greater plane shift(self plus 50 pounds of equipment only), greater teleport(self plus 50 pounds of equipment only), telekinesis; 3/day - feeblemind, magic jar(treat scythe as jar), mass suggestion, quickened greater plane shift, quickened greater teleport; 1/day - contact other plane, soul bind. All saves are Cha-based
Spells Prepared (CL 15th)
  0th-Detect Magic (x3), Guidance, Light, Mending
  1st-Cause Fear (x2), Cure Light Wounds (x2), Entropic Shield, Remove Fear, Sanctuary, Shield of Faith
  2nd-Calm Emotions, Cure Moderate Wounds (x2), Death Knell, Eagles Splendor, Hold Person, Owls Wisdom, Spiritual Weapon
  3rd-Bestow Curse (x2), Clarity of Mind, Cure Serious Wounds, Deeper Darkness, Inflict Serious Wounds, Speak With Dead, Stone Shape
  4th-Death Ward, Dimensional Anchor, Dismissal, Divination, Freedom of Movement, Restoration, Spell Immunity
  5th-Break Enchantment, Mass Cure Light Wounds, Righteous Might, Scrying, Slay Living (x2)
  6th-Antilife Shell, Banishment, Harm, Heal, Symbol of Persuasion
  7th-Greater Scrying, Regenerate, Symbol of Weakness, Word of Balance
  8th-Dimensional Lock, Protection from Spells, Symbol of Death
During Combat Malaks rarely begin combat in melee range, relying on spells to weaken enemies, when dead they can harvest the soul and bring it to it's afterlife. For more powerful foes, they may attempt to reap the creature as quickly as possible to minimize damage to itself, possibly attempting to lower the saves to make their foe more vulnerable to their death touch. Often times, however, with the mentally weak, the malak will even attempt to convince the soul with mere words to follow it into death.
Str 20, Dex 21, Con 25, Int 31, Wis 26, Cha 33
Base Atk +16; CMB +22; CMD 37
Feats Ability Focus (Touch of Death), Combat Expertise, Empower Spell, Heighten Spell, Quicken Spell-Like Ability (Greater Plane Shift, Greater Teleport)
Skills Acrobatics +20, Appraise +21, Bluff +26, Diplomacy +34, Disguise +11, Heal +23, Intimidate +28, Knowledge (arcana) +25, Knowledge (history) +25, Knowledge (planes) +29, Knowledge (religion) +29, Linguistics +26, Perception +27, Perform (percussion instruments) +21, Sense Motive +27, Spellcraft +27, Stealth +24, Survival +8
Languages Malak speak Celestial and Infernal, but can speak to any creature with a language, due to its tongues ability.
Environment Any upper plane
Organization Solitary
Treasure Standard plus +3 cold iron scythe
Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the malak. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 16th). This aura can be dispelled, but the malak can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an malak's statistics block.)
Spells (Ex) A malak casts spells as a 15th level cleric with access to the Death and Balance domains. The save DC's are Wisdom-based. The malak cannot channel positive or negative energy to spontaneously cast cure or inflict spells. Typical Cleric spells prepared (6/7+1/7+1/7+1/6+1/5+1/4+1/3+1/2+1), base save DC 18 + spell level)
Tongues (Su) Malak can speak with any creature that has a language, as though using a tongues spell (caster level 16th). This ability is always active.
Touch of Death (Su) The malak uses a supernatural touch that drags the soul from the body of a victim, attaches it to the malak itself, and allows the angel of death to bring the soul to its final destination. If the malak makes a melee touch attack, or an attack with its scythe, it forces those touched or attacked to make a Will save (DC 31). Anyone who fails their save has their soul ripped from their body, which dies instantly. The malak taking the soul then claims it as their own (until it frees the soul in its final resting plane), freeing the soul from most contracts that might tie it to a malign force such as a demon price or archdevil lord. This attack can be made only once per round. This ability is Cha based and includes a +2 bonus from the ability focus feat and is a necromantic death effect.
True Seeing (Su) Malak have a continuous true seeing ability, as the spell (CL 16th). This also allows the malak to see the souls of the departed, just as the Spirit Sense feat, but with an indefinite duration.
Standing before you like a tower of blackness is something you can only comprehend as a very tall humanoid in a black robe, carrying a long scythe and with black feathery wings sprouting from its back. Its face is completely concealed by darkness under the hood of its flowing robe. The hand clutching the scythe is thin and pale, but you cannot tell at all if it is simply frail or actually bone. The air about it feels almost fundamentally disturbing, but somehow natural.
Malak are widely diverse in appearance, often taking the form as the creature witnessing them perceives death, with no absolute form, though their form is rarely entirely under their control.
The malak are the embodiment of death, and guides of souls to their final destination in the outer planes. Often, the malak will be forced to take a soul by force before it's death, because more powerful creatures might be able to deny fate and remain alive. The malak are not inherently malign or even benevolent despite their angelic status and see themselves merely as creatures of balance and a sense of natural duty, as death is the most natural part of life.

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