Aspect of Ramiel
Size/Type: | Small Outsider (Extraplanar, Good, Lawful) |
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Hit Dice: | 4d8 (18 hp) |
Initiative: | +4 |
Speed: | Fly 60 ft. (perfect) (12 squares) |
Armor Class: | 15 (+1 size, +4 natural), touch 11, flat-footed 15 |
Base Attack: | +4 |
Attack: | 2 light rays +6 ranged touch (1d6); or spikes +5 melee (1d4) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Spell-like abilities |
Special Qualities: | Aura of terror, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, spell resistance 14, change shape |
Saves: | Fort +5 (+9 against poison), Ref +6, Will +5 |
Abilities: | Str 10, Dex 12, Con 10, Int 6, Wis 11, Cha 10 |
Skills: | Diplomacy +4, Knowledge (the planes) +2, Sense Motive +6, Spellcraft +4, Perception +6 |
Feats: | Improved Initiative, Alertness |
Environment: | A lawful good-aligned plane |
Organization: | Solitary |
Challenge Rating: | 3 |
Treasure: | None |
Alignment: | Always lawful good |
Aura of Terror (Su)
A righteous aura surrounds angelic aspects that fight or get angry. Any hostile creature within a 20-foot radius of an angelic aspect must succeed on a Will save to resist its effects. The save DC varies with the type of angelic aspect, is Charisma-based, and includes a +2 racial bonus (DC 14 for an aspect of Ramiel). Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the aspect that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same aspect’s aura for 24 hours.
In addition, this aura of terror provides the angel with damage reduction 10/evil and spell resistance 10 + its HD.
Light Ray (Ex)
An aspect of Ramiel’s light rays have a range of 30 feet. This attack overcomes damage reduction of any type.
Spell-Like Abilities
At will—aid, detect evil, locate object. Caster level 3rd.
Change Shape (Ex)
As a move action, an aspect of Ramiel can change its shape to either a mass of spikes or a drill. In either shape the aspect loses its light rays.
Mass of Spikes: If a character makes an unarmed attack or grapples an aspect of Ramiel in mass of spikes form, that character takes 1d4 points of damage and will continue taking damage as long as it is grapping with the aspect.
Drill: In drill shape, an aspect of Ramiel gains burrow speed 20 ft in lieu of its fly speed.
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