Angel, Karlitia
CR 10 XP: 9,600LG Medium outsider (angel, extraplanar, lawful, good)
Init +9; Senses darkvision 60 ft., detect chaos, detect evil, detect good, detect law, see invisibility; Perception +27
Aura frozen calm, protective aura
AC 24, touch 15, flat-footed 19 (+7 natural, +2 shield, +5 Dex)
HP 149 (13d10+78)
Fort +13, Ref +13, Will +17
Defensive Abilities Will +19 vs. poison; DR 10/evil; Immune acid, cold, petrification; SR 21; Resist electricity 10, fire 10;
Speed 30 ft., fly 60 ft. (good)
Melee +1 holy frost lance + 19/14/9 (1d8+6/x3 plus 1d6 cold damage plus 2d6 vs. evil creatures)
Special Attacks frosty gaze, icy prison
Spell-Like Abilities (CL 13th) Constant—detect chaos, detect evil, detect good, detect law, see invisibility 3/day—dispel evil, ice storm, wall of ice 1/day—cone of cold (DC 19), freezing sphere (DC 20)
Str 20, Dex 20, Con 20, Int 13, Wis 20, Cha 18
Base Atk +13; CMB +18; CMD 33
Feats Alertness, Combat Expertise, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Toughness
Skills Diplomacy +20, Fly +23, Knowledge (religion, the planes) +17, Perception +27, Sense Motive +27, Use Magic Device +20
Languages Celestial, Draconic, Infernal; truespeech
Environment any good-aligned plane
Organization solitary
Treasure standard (+1 frost holy lance, heavy steel shield, and other treasure)
Aura of Frozen Calm (Su) The area within 10 feet of the karlitia is constantly filled with softly-falling snow and an intangible, but overwhelming, sense of calm. Characters within the area are immune to emotion spells and effects. Additionally, any character affected by an emotion effect has that effect suppressed while within the area. Finally, any character within the area ceases to benefit from the barbarian rage class feature and has any confusion or insanity effect suppressed while within the aura of frozen calm.
Frosty Gaze (Su) As a standard action, the karlitia can turn her frosty gaze upon a living creature within 30 feet, affecting him with a deep cold that pierces the hearts of even the sturdiest of mortals. When she turns her gaze upon a character in this fashion, he must succeed on a Fortitude save (DC 20) or suffer 2d6 points of cold damage, and have his cold resistance (if any) reduced by 10 for 1 minute. A karlitia can use this ability at will. The saving throw DC is Charisma-based.
Icy Prison (Su) The most famous and feared ability of the karlitia is her ability to imprison creatures pierced by her lance in magical ice, preventing them from moving and slowly freezing them to death. As a full-round action, the karlitia may make a special attack with her lance at her highest base attack bonus. If the attack is successful, it deals damage as normal and encases the target in ice, unless he succeeds on a Fortitude save (DC 20). A character trapped in ice is incapable of moving or making any action requiring movement, and is denied his Dexterity bonus to AC, though he is not considered helpless and he does not drop held items. Each round the target remains imprisoned in ice, he suffers 2d6 points of cold damage. As a full-round action, a character imprisoned in ice can attempt to shatter the prison by making a Strength check (DC 20). Additionally, dealing 25 points of damage or 10 points of fire damage to the icy prison destroys it, freeing the trapped character. The saving throw DC is Charisma-based.
Descending through the storm is an inhumanly beautiful woman. About her, the raging fury of the blizzard abates to a mild drift, the snow wafting with a slow inevitability that is both gentle and terrifying. From her shoulders spread two gracefully beating owl’s wings with feathers of the brightest silver and purest white, and in her strong hands she carries a shield and lance which shed a bright light, like a deep blue aurora. Most terrible of all is her statuesque face, unmoving in its serenity and embodying a calm resolve, which seems to crush all hope of resistance and assures you that this creature is an inevitable, unavoidable force.
The karlitia is an angel born from the frozen and icy reaches of the heavens, and she serves as a champion of passionless good and cold reason. Karlitias serve celestial armies as messengers and guards, avoiding direct combat for the most part and instead ensuring that the will of the forces of good is carried out with efficiency. Occasionally, karlitias are sent to the Material Plane to address the sins of apathetic mortals, or are sometimes sent to punish those who have not done enough to help others. These angels lack the capacity for pity, and as a result have been known to bring dire punishments on mortals whose perceived sins would be readily dismissed by other good-aligned outsiders. Karlitias are seen as an omen of judgment to come, and the appearance of a karlitia often heralds a period of reflection and repentance from mortals. Others interpret the coming of the karlitia as a sign of judgment passed upon a community, and their coming is soon followed by lengthy inquisitions and trials. Called or summoned karlitias serve their masters extremely faithfully and without fail, even in tasks that they might otherwise find reprehensible. Calling a karlitia is dangerous, however, as it is a sure way to draw the angel’s attention to oneself, and the cold-hearted instruments of divine judgment have long and perfect memories.
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