- Angel Sight [Darkvision, Detect Magic, Detect Illusion, Know Alignment, See Invisible]
Cure disease (7 per day)
Cure light wounds (7 per day)
Dispel Magic
Etherealness
Invisibility
Remove Fear
Teleport [no error]
Tongues
Attack Max Damage will be
acid full
cold none
death spells none
electricity (lightning) none
fire (dragon, magical) half
gas (poisonous,etc.) none
iron weapon full
level drain none
magic missile none
poison none
petrification none
silver weapon none*
Agathion
NO. ENCOUNTERED: 1 or 3-12
SIZE: Medium (6’ Tall)
HD: 9
MOVE: 50 ft.
AC: 20
Attack: By Weapon
SPECIAL: Angel Powers, Special, SR 5, +1 or better to hit
SAVES: M, P
INT: Superior
ALIGNMENT: Any Good
TYPE: Angel
TREASURE:
XP: 3600 + 9
The race of agathia are spirits of a beneficent and helpful sort. There are multitudes of them on the Upper Outer Planes, but when encountered on the Prime Material Plane, there will usually be but a single one. Agathia are usually sent to the Prime Material Plane by a deity or perhaps a solar to be ready to aid creatures of good disposition in confronting and defeating evil.
Agathia take a material form as desired. One encountered will typically be in human form, in the form of a beneficent creature (such as a lammasu, shedu, or unicorn).
Human form is 60% likely. In this form, the agathion will use weapons typical of a cleric and have spell powers and abilities equal to that of a 9th-level cleric. As the agathion's wisdom equals 18, bonus spells are applicable. The appearance of the agathion can be young or old, male or female, handsome or plain, rustic or urbane.
In creature form, but 30% probable, the agathion will have whatever attack forms that creature possesses and the creature's spell abilities, if any, and the powers to turn undead of a 14th-level cleric.
In addition to clerical spell powers and turning undead as noted, agathia have the following powers:
- Save as 14th Level
Clairaudience/Clairvoyance
Locate Object
Deva
NO. ENCOUNTERED: 1-3
SIZE: Large (7’ Tall)
HD: 14
MOVE: 50 ft., 120 ft. (flying)
AC: 28
Attack: 2 By Weapon
SPECIAL: Angel Powers, Special, SR 10,
+1 or better to hit
SAVES: M, P
INT: Genius
ALIGNMENT: Any Good
TYPE: Angel
TREASURE:
XP: 17900 + 14
Devas are principally employed in the Astral Plane or on any of the outer Lower Planes. Alone or in groups, they move about in service to their sovereigns. They are very quick, whether afoot or using their mighty pinions in flight. A deva normally carries a huge, mace like weapon which it can wield nimbly. This weapon is of +3 value when employed by a deva. Any creature struck twice in the same melee round and suffering damage in excess of 20 hit points must save vs.spell or be knocked senseless for 10 rounds.The weapon also acts as a mace of disruption.
A deva can use the spell-like powers, at will, 1 per round, at 14th level of ability:
- Cure Critical Wounds
Dispel Illusion
Light (4-40 foot radius, as desired)
Magic Circle [vs Evil]
Neutralize Posion
Polymorph self
Remove curse
Telepathy
Devas can never be surprised. Total vacuum does no harm to devas. Their souls cannot be trapped or imprisoned. Their charisma effect is 20.
Devas are tall, slender, and graceful. They can have golden, white, or silver skin and hair, amber eyes, and large white wings tinted with gold. They otherwise resemble heroic looking humans.
Planetar
NO. ENCOUNTERED: 1
SIZE: Large (9’ Tall)
HD: 20 [d10]
MOVE: 50 ft., 120 ft. (flying)
AC: 32
Attack: 3 By Weapon
SPECIAL: Angel Powers, Special, SR 13, Reg 4,
+4 or better to hit
SAVES: M, P
INT: Supra-Genius
ALIGNMENT: Any Good
TYPE: Angel
TREASURE:
XP: 91050 + 20
A planetar is one of a powerful spirit group, numbering not fewer than 100, who Serve the deities of good alignment.One or more will typically serve as the right hand of a minor deity,while numbers of planetars will attend a major deity. These creatures inhabit the Outer Planes of Xalsium, Coraven, Arborli, but actually travel at will to any plane. If commanded by their deity they can, in fact, enter even the lowest planes of Evil. Only a solar (q.v.) is more powerful in the cause of Good.
Planetars can be of any good alignment-lawful, neutral, or chaotic. Their specific alignment is determined by the master they serve. Each planetar has 3 attacks per round, typically with a bastardsword (usable only by planetars) equal to a +4 weapon with both defender and wounding qualities, the latter effective only against creatures of Evil. For purposes of attack determination, consider each planetar to have a dexterity of 21. All planetars have spell-like abilities equal to those of a 9th-level cleric and 9th-level druid, plus bonuses to each (wisdom equals 21). In addition, they each have the following spell-like abilities which can be used 1 at a time, 1 per round:
- Animate Object [1/time per day]
Blade Barrier [3/times per day]
Control Weather [1/time per day]
Dispel Evil [3/times per day]
Dispel Illusion [at will]
Earthquake [1/time per day]
Feeblemind [1/time per day]
Fire storm [1/time per day]
Flame strike [3/times per day]
Heal [3/times per day]
Holy Word [3/times per day]
Improved Invisibility [3/times per day]
Insect Plague [1/time per day]
Limited Wish [1/time per day]
Major Creation [3/times per day]
Polymorph any Object [3/time per day]
Remove Curse [7/times per day]
Remove Paraysis [at will]
Restoration [7/times per]
Shapechange [3/times per day]
Speak with Dead [at will]
Symbol (any) [3/times per day]
True Seeing [at will]
Wind Walk [at will]
Each planetar radiates a globe of protection from evil from individual size to a full 40-foot radius, as desired. The maintenance of the area is automatic. A planetar can commune at need. Each can always cure blindness. deafness, disease or light wounds by touch. They automatically detect evil, illusion. invisibility, lie, magic and traps. Each always has know alignment functioning automatically. A planetar can communicate by ESP or tongues as well as read any language. Once per day a planetar can gate in the indicated number (1-3) deva (q.v.).
Only +4 or better weapons affect them. They are never surprised. They are immune to any life level loss, whether from undead or magic. They cannot be beguiled, charmed. confused, dominated, or feebleminded. Their souls cannot be imprisoned or trapped. They are immune to death spells. They regenerate at a rate of 4 points per round. Unless encountered on the Upper Outer Planes, only the material body of these creatures can be harmed. The planetar's spirit returns to its own plane to reform and become corporeal again; the process requires 4 decades. Charisma effect is 21.
A planetar resembles a tall and powerful humanoid. In material form the skin is opaline, the head is hairless, and the eyes glowing blue. The winds are double and likewise opaline.
Solar
NO. ENCOUNTERED: 1
SIZE: Large (12’ Tall)
HD: 36 [d12]
MOVE: 60 ft., 120 ft. (flying)
AC: 36
Attack: 4 By Weapon
SPECIAL: Angel Powers, Special, SR 17, Reg 7,
+5 or better to hit
SAVES: M, P
INT: Supra-Genius
ALIGNMENT: Any Good
TYPE: Angel
TREASURE:
XP: 298000 + 36
A solar is the most powerful of spirits, usually directly serving a greater deity of good alignment and typically as his or her marshal, steward, etc. On rare occasions, a solar will be found attending a lesser deity. There are at least 24 solars. They can go to any place but do so only in service to their deities. As with devas and planetars, solars can be of any good alignment lawful, neutral, or chaotic.They are totally faithful and unswerving in their alignment and loyalty.
Each solar has 4 attacks per melee round. Each has a huge composite bow (36” range) and various arrows of slaying. Each also has a sword equal to a 2-handed weapon (usable only by solars) equal to +5 with qualities of dancing and sharpness. For purposes of attack determination, consider each solar to have a dexterity of 24 .
All solars have spell abilities equal to those of a 14th level Cleric, Druid, Wizard, and Illusionist. In addition,they each have the following spell-like powers which can be used 1 at a time, 1 per round, at will:
- Antipathy/Sympathy [3/times per day]
Animate Object [3/times per day]
Astral Projection [1/times per day]
Confusion [3/times per day]
Control weather [3/times per day]
Creeping Doom [1/times per day]
Instant Summons [at will]
Earthquake [3/times per day]
Finger of death [1/times per day]
Fire storm [1/times per day]
Holy word [3/times per day]
Imprisonment [1/times per day]
Improved invisibility [at will]
Mass charm [3/times per day]
Permanency [3/times per day]
Polymorph any object [3/times per day]
Prismatic Spray [1/times per day]
Read Magic [at will]
Regenerate [1/times per day]
Restoration [7/times per day]
True Resurrection [1/times per day]
Shapechange [3/times per day]
Symbol [any] [3/times per day]
Vanish [1/times per day]
Wind Walk [at will]
Wish [1/times per day]
Once per day a solar can gate in either a Planetar or 1d6 Devas, the option resting with the solar.
Solars are immune to acid. Only +5 or better weapons affect them. They are never surprised and always strike first against opponents with less than 22 dexterity. They are immune to life level loss from undead or magic. They cannot be beguiled, charmed, held, confused, dominated. feebleminded, paralyzed, or petrified. Their souls cannot be imprisoned or trapped. They are immune to death spells and death magic. They regenerate at a rate of 7 hit points per round. Unless on their own plane of service, only the material form of a solar can be destroyed. The solar‘s spirit returns instantly to its own plane to reform a corporeal body, but this requires a full 7 decades.
The skin of a solar is the color of molten copper, hair color is bronze,and eyes are glowing topaz. Its form is beautiful and muscular, and the deep, resonant voice is commanding. The wings are double and of a coppery-gold color.