Angel of Grace, Galaxiatar
CR 88 XP: 5,277,655,813,324,800Female power advanced solar integrated cleric of Sarenrae 42
LG Huge outsider (angel, extraplanar, good, herald)
Init +21; Senses Darkvision 60 ft. Low-light vision, True Seeing, See Invisibility, Detect Evil, Discern Lies (DC 28), Detect Pits and Snares; Perception +19
Aura Protective (20 ft.)
AC 106, touch 85, flat-footed 88 (-2 size, +59 deflection, +21 natural, +17 Dex)
HP 1947 (66d20+1254); Regen 30/evil; Fast Heal 20; Force Field 50
Fort +19, Ref +17, Will +19
DR 30/epic and evil; Immune Acid, cold, fire, petrification, light, prismatic, positive energy damage; SR 113; Resist electricity 10; Weaknesses -13 DvR during night, or in darkness
Speed 450 ft., fly 1350 ft. (good)
Melee +33 Everdancing Shining Nexus Greatsword +163/+158/+153/+148 (3d8+79 +25d6 positive +sunburst/19-20)
Ranged +33 Universal Energy Blast and Bane Composite Longbow (+26 str bonus) +153/+153/+148/+143/+138 (2d6+79 +3d6 acid +3d6 cold +3d6 electricity +3d6 fire +3d6 sonic +2d6 bane/x3), or +155 against every opponent within 120 feet.
Space 15 ft., Reach 15 ft.
Special Attacks Atk Options Turn Usage: Divine Guidance (+20 to attack), Planar Turning Melee: Cleave, Superior Power Attack, Second Strike, Superior Sunder Ranged: Multishot, Hail of Arrows, Point Blank Shot, Rapid Shot, Precise Shot, Shot on the Run
Spell-Like Abilities (CL 57) At will - aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 48), imprisonment (DC 53), invisibility (self only), lesser restoration (DC 46), polymorph (self only), remove curse (DC 47), remove disease (DC 47), remove fear (DC 45), resist energy, summon monster VII, speak with dead (DC 34), waves of fatigue 3/day - blade barrier (DC 50), earthquake (DC 53), haste, heal (DC 50), mass charm monster (DC 53), permanency, resurrection, waves of exhaustion 1/day - greater restoration (DC 51), power word blind, power word kill, power word stun, prismatic spray (DC 51), wish (Sun Portfolio) At Will (CL 94) - Endure elements, heat metal, searing light, fire shield, flame strike, fire seeds, sunbeam, sunburst, prismatic sphere
During Combat Integrated Cleric Levels: Galaxiatars have 42 integrated cleric levels, using the Sun, Air, and War domains, and all the abilities of such. They have 17 turn attempts per day. Class Spells Prepared (CL 42) (6/10/10/9/9/8/8/7/7/7/6 save DC 44 + spell level)
Divine Abilities: Eternal Freedom, Fire Immunity, Force Field, Hail of Arrows, Heavenly Soul, Multifaceted x5, Omnicompetent, Spell Abatement, Spell Absorption, Self Hypnosis, Spell Block (Blasphemy), Superior Power Attack
Cosmic Abilities: Abrogate, Extra Portfolio (Sun), Lord of Perfection
Str 63, Dex 45, Con 49, Int 47, Wis 49, Cha 53
Base Atk +66; CMB +94; CMD 180
Feats Cleave, Dodge, Empower Spell, Energy Admixture, Enlarge Spell, Epic Spellcasting, Far Shot, Great Cleave, Heighten Spell, Improved Initiative, Improved Planar Infusion, Improved Sunder, Maximize Spell, Mobility, Point-Blank Shot, Power Attack, Precise Shot, Quicken Spell, Rapid Shot, Shot On The Run, Swarm of Arrows, Twin Spell, Weapon Focus (Composite Longbow), Widen Spell
Languages Tongues
Environment any good-aligned plane
Organization One per star
Treasure No coins; double goods; standard items
Change Shape (Su) A Galaxiatars can assume the form of any Large or Medium humanoid.
Divine Rank 13 (Su) Galaxiatars are effectively Intermediate Deities and possess 13 divine ranks. They add their divine rank to armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. This bonus is already factored into the above statistics.
Force Field (Su) A Galaxiatars can create a personal force field (similar to a wall of force) that stops 50 hit points of physical damage (whether that damage came from mundane or magical sources does not matter). It should be noted that this ability prevents any special attacks that accompany an attack provided the entire amount of damage of the attack is blocked. This force field regenerates its protection at a rate of 1 point per round.
Greater Sunburn (Su) A Galaxiatars is linked to the Positive Energy plane and can channel harmful energy from it in various forms of attack. This energy is particularly harmful to undead, but it is so concentrated as to be deadly to the living as well. The number of dice depends upon the chart below, but the type of die used depends on what is being hit. All living enemies take d4 positive energy damage. Undead are dealt d8 positive energy damage instead, and creatures particularly vulnerable to sunlight (such as vampires and spectres) take d12 damage. The Galaxiatars can focus this burst in a variety of different ways. When a saving throw is available, the DC is 54 for half damage. Beam (Ranged Touch, 3040 ft., no save): 66 dice Blast (190 ft. radius, 3040 ft., ref save): 33 dice Blood (Anyone injuring the solar in melee, no save): 16 dice Breath (190 ft. Cone or 760 ft. Line, ref save): 66 dice Hand (Melee Touch, no save): 132 dice Immolation (On the Galaxiatar’s death, within aura, ref save): 132 dice Storm (Anyone within aura, ref save): 16 dice Strike (Melee Weapon hit, no save): 16 dice Wrath (190 ft. gaze, ref save): 33 dice The effect never harms those friendly to the solar, no matter the area of the effect.
Lament of the Sun (Ex) During the night, or in any location dominated by darkness, Galaxiatars suffer a -13 divine penalty to all die rolls.
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 angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (CL 66). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel’s statistics block.)
Radiant Brethren (Su) Any light or positive energy-based creatures summoned by a Galaxiatars have 50% more hit dice than usual.
Sun Blessed (Su) Galaxiatars gain a +13 competence bonus on attack rolls, damage rolls, and armor class so long as the sun is shining on them. This bonus is not already added to the statistic block above.
Standing nearly twenty feet tall and weighing roughly two tons, Galaxiatars tower over most mortals. Their deep, booming voices echo across the hills, and are commanding enough to be able to reach into the soul. Holy Battle Commander of an entire solar system, Galaxiatars were made to lead, and tend to assume a very lofty attitude.
Angels above Solars in the hierarchy of celestialsAttuned to the star they are assigned to, it appears as if the sun is always right behind their heads, no matter what angle you look upon them from. This light follows them everywhere, no matter where they go, or what form they appear in (such as via the Change Shape ability), meaning that they aren't ones for blending into a crowd.Few evil beings even approach a Galaxiatar's might and majesty. Even Demonic Princes and Lords cannot withstand their might, which keeps them at bay. It would take the entire armies of the Abyss combined to successfully get past a Galaxiatar's watch, and luckily, the Blood War tends to mean that they're too distracted fighting themselves to be able to muster such a force. Guarding the pathways between Hell, the Abyss, and the Prime Material plane is the major duty of Galaxiatars. Only small threats ever slip by, and lesser angels and heroes tend to be able to manage those threats. However, if a Nether Monarch or Emperor were to arise, only then would there be real cause for alarm.
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