Angel, Cassisian

This finely crafted golden helm is decorated with intricate filigree, and flutters gracefully through the air on feathered wings.

Cassisian CR 2

XP 600

NG Small outsider (angel, extraplanar, good)

Init +0; Senses darkvision 60 ft., detect evil, low-light vision; Perception +5

Aura lesser protective aura

Defense

AC 14, touch 11, flat-footed 14 (+3 natural, +1 size) (+2 deflection vs. evil)

hp 13 (2d10+2)

Fort +4, Ref +3, Will +2; +4 vs. poison; +2 resistance vs. evil

DR 5/cold iron or evil; Immune acid, cold, petrification; Resist electricity 10, fire 10

Offense

Speed fly 60 ft. (perfect)

Melee slam –1 (1d3–4)

Special Attacks breath weapon (15-ft. line, 1d6 cold or 1d6 fire, Reflex DC 12 half, usable every 1d4 rounds)

Spell-Like Abilities (CL 3rd; concentration +3)

Constant—detect evil, know direction

1/day—aid, daylight

1/week—commune (six questions, CL 12th)

Statistics

Str 3, Dex 11, Con 12, Int 6, Wis 11, Cha 10

Base Atk +2; CMB –3; CMD 7 (can't be tripped)

Feats Iron Will

Skills Diplomacy +2, Fly +8, Knowledge (planes) +2, Knowledge (religion) +2, Perception +5, Sense Motive +4, Stealth +8

Languages Celestial, Draconic, Infernal; truespeech

SQ change shape (2 of the following forms: Small human-like angel, dove, dog, or Tiny fish, polymorph), perfect memory

Ecology

Environment any good-aligned plane

Organization solitary, pair, or squad (3–6)

Treasure none

Special Abilities

Perfect Memory (Ex) Though they are not particularly intelligent, cassisians have perfect memories and remember everything they see or hear. They can faultlessly recite conversations they heard hundreds of years before. They also have the power to erase portions of their own memories, which they do (usually under orders from superior angels) to protect sensitive information.

Lesser Protective Aura (Su) A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time. A cassisian's protective aura is fragile, and as soon as an evil creature successfully strikes the cassisian, or as soon as the cassisian fails a saving throw against an evil source, its protective aura fades away and is no longer applicable. The cassisian can reactivate its protective aura by spending 1 minute concentrating upon the task.

Cassisians are the weakest sort of angel, but are absolutely dedicated to the cause of good. They serve as messengers for more powerful angels, and on the Material Plane they are often bound to good mortals to serve as familiars, acting as spiritual guides, reciting platitudes and quoting scripture from various benign faiths and philosophies (some forgotten for centuries). A spellcaster must meet the proper prerequisites and have the Improved Familiar feat to gain a cassisian familiar.

A cassisian's true form is a helmet possessing a pair of bird's wings. The exact style of helmet varies by the deity the angel serves—most appear to be steel with angular cheek-plates, though some resemble bascinets, skullcaps, great helms, or even samurai helmets, and a few older cassisians appear to be bronze or even leather. Though cassisians can assume other forms (that of a child-sized angelic humanoid wearing a proportional helmet matching the cassisians' true form, a dove, a dog, or a fish), they find it strange and rarely stay in that form for more than a few minutes.

Typically formed from the souls of trustworthy and pious soldiers, some cassisians arise spontaneously from the spiritual fragments of great angels destroyed while defending the celestial planes against fiendish incursions. In many cases, the lowly cassisian retains fragments of its previous life's memories, and friends of that old soul may visit with the cassisian to reminisce with what remains. Unfortunately, the reincarnated angel's memories are more like something memorized from a book, and lack the character and camaraderie the friends expect.

Angel, Monadic Deva

This angelic being has smooth skin, a muscular body, and large golden wings, and wields a large mace.

Monadic Deva CR 12

XP 19,200

NG Medium outsider (angel, aquatic, extraplanar, good)

Init +8; Senses darkvision 60 ft., detect evil, low-light vision; Perception +29

Aura protective aura

Defense

AC 27, touch 14, flat-footed 23 (+4 Dex, +13 natural; +4 deflection vs. evil)

hp 147 (14d10+70)

Fort +15, Ref +13, Will +10; +4 vs. poison; +4 resistance vs. evil

DR 10/evil; Immune acid, cold, electricity, fire, death effects, energy drain, petrification; SR 23

Offense

Speed 40 ft., fly 90 ft. (good)

Melee +3 morningstar +22/+17/+12 (1d8+10 plus solid blow)

Spell-Like Abilities (CL 10th; concentration +14)

Constant—detect evil

At will—aid, charm monster (DC 18, elementals only), discern lies (DC 18), dispel evil (DC 19), dispel magic, holy smite (DC 18), invisibility (self only), plane shift (DC 19), remove curse, remove disease, remove fear

3/day—cure serious wounds, holy word (DC 21), mirror image

1/day—heal, hold monster (DC 18), holy aura (DC 22)

Statistics

Str 21, Dex 19, Con 18, Int 19, Wis 18, Cha 19

Base Atk +14; CMB +19; CMD 33

Feats Alertness, Cleave, Great Fortitude, Improved Initiative, Iron Will, Power Attack, Toughness

Skills Diplomacy +21, Fly +25, Intimidate +21, Knowledge (planes) +21, Knowledge (religion) +21, Perception +29, Sense Motive +25, Stealth +21, Survival +21, Swim +19; Racial Modifiers +4 Perception

Languages Celestial, Draconic, Infernal; truespeech

Ecology

Environment any good-aligned plane

Organization solitary, pair, or squad (3–6)

Treasure double (+3 morningstar, other treasure)

Special Abilities

Solid Blow (Su) If a monadic deva strikes an opponent twice in 1 round with its mace, that creature takes an extra 1d8+10 points of damage.

Monadic devas are stoic watchers of the Ethereal Plane and the Elemental Planes. They search those planes for fiendish enclaves, battle evil planar monsters such as xills, and act as celestial liaisons to the genies and elementals. They have been known to broker temporary peace between warring elemental factions, often using their inherent magic to end hostilities long enough for negotiations to take place. In the armies of the good planes, they are leaders and officers, and after centuries of service to a deity, they may be transformed into astral devas.

Monadic devas like giving their maces names and proudly announcing them in battle with evil foes. Many of these weapons have seen battle for thousands of years and are quite battered. Younger devas may lend their weapons to good churches on the Material Plane so they can be used by great mortal heroes, though the angels eventually reclaim them after no more than a year and a day.

A monadic deva is 7 feet tall and weighs 220 pounds.

Angel, Movanic Deva

This angel is all sharp lines and angles, muscular but lean, with large wings and a mighty flaming greatsword.

Movanic Deva CR 10

XP 9,600

NG Medium outsider (angel, extraplanar, good)

Init +7; Senses darkvision 60 ft., detect evil, low-light vision; Perception +20

Aura protective aura

Defense

AC 24, touch 13, flat-footed 21 (+3 Dex, +11 natural; +4 deflection vs. evil)

hp 126 (12d10+60)

Fort +12, Ref +11, Will +9; +4 vs. poison, +4 resistance vs. evil

Defensive Abilities nature's pacifism, protected life force; DR 10/evil; Immune acid, cold, electricity, fire, death effects, energy drain, petrification; SR 21

Offense

Speed 40 ft., fly 60 ft. (good)

Melee +1 flaming greatsword +17/+12/+7 (2d6+7/19–20 plus 1d6 fire)

Spell-Like Abilities (CL 8th; concentration +12)

Constant—detect evil

At will—aid, discern lies (DC 18), dispel evil (DC 19), dispel magic, holy smite (DC 18), invisibility (self only), plane shift (DC 19), remove curse, remove disease, remove fear

7/day—cure serious wounds

1/day—antimagic field, awaken, holy aura (DC 22)

Statistics

Str 19, Dex 17, Con 18, Int 17, Wis 17, Cha 19

Base Atk +12; CMB +16; CMD 29

Feats Cleave, Improved Initiative, Iron Will, Power Attack, Toughness, Vital Strike

Skills Diplomacy +19, Fly +22, Intimidate +19, Knowledge (planes) +18, Knowledge (religion) +18, Perception +20, Sense Motive +16, Stealth +18, Survival +18; Racial Modifiers +4 Perception

Languages Celestial, Draconic, Infernal; truespeech

Ecology

Environment any good-aligned plane

Organization solitary, pair, or squad (3–6)

Treasure double (+1 flaming greatsword, other treasure)

Special Abilities

Nature's Pacifism (Ex) Animals and plant creatures do not willingly attack a movanic deva, though they can be forced to do so by magic. If the deva attacks a plant or animal, its protection against that creature ends.

Protected Life Force (Ex) Movanic devas are never harmed by positive-dominant or negative-dominant planar traits.

Movanic devas serve as infantry in the celestial armies, though they spend most of their time patrolling the Positive, Negative, and Material Planes. On the Positive Plane, they watch over wandering good souls, which sometimes puts them into conflict with the jyoti. On the Negative Plane, they battle undead, the sceaduinar, and the other strange things that hunt in the hungry void. Their rare visits to the Material Plane are usually to help powerful mortals when a great menace threatens to plunge an entire realm into evil.