Erichelle Glowhearth

celestial · CR 19 · from Book of Beasts I
Erichelle Glowhearth
StatisticArchlumine Ghaele
Size/TypeLarge Outsider (Chaotic, Extraplanar, Good)
Hit Dice18d8+54 (135 hp)
Initiative+7
Speed50 ft. (10 squares), fly 150 ft. (perfect)
Armor Class29 (-1 size, +3 Dex, +14 natural, +3 deflection), touch 15, flat-footed 26, or 15 (-1 size, +3 Dex, +3 deflection), touch 15, flat-footed 12
Base Attack/Grapple+18/+30
Attack+4 large ghost touch holy greatsword +30 melee (3d6+17/19–20) or light ray +20 ranged touch (2d12)
Full Attack+4 large ghost touch holy greatsword +30/+25/+20 melee (3d6+17/19–20) or 2 light rays +20 ranged touch (2d12)
Space/Reach10 ft./10 ft.
Special AttacksSpell-like abilities, spells, gaze, greater spiritual weapon
Special QualitiesAlternate form, damage reduction 15/evil and cold iron, darkvision 60 ft., detect evil, immunity to electricity and petrification, low-light vision, protective aura, resistance to cold 10 and fire 10, spell resistance 28, aura of hope, greater arcane sight, tongues, limitations
SavesFort +14, Ref +14, Will +15
AbilitiesStr 27, Dex 16, Con 17, Int 18, Wis 19, Cha 20
SkillsConcentration +24, Diplomacy +22, Escape Artist +24, Handle Animal +26, Hide +24, Knowledge (any two) +25, Listen +25, Move Silently +24, Ride +24, Sense Motive +25, Spot +25, Use Rope +7 (+9 with bindings)
FeatsCombat Expertise, Dodge, Improved Disarm, Improved Initiative, Improved Trip, LeadershipB, Mobility, Spring Attack
EnvironmentAny chaotic good-aligned plane
OrganizationPair (with cohort), or cadre (with cohort and 20–40 followers)
Challenge Rating21
TreasureNo coins; double goods; standard items
AlignmentChaotic good
AdvancementBy character class
Level Adjustment―

Description

This magnificent being has distinctively elf-like features, and stands erect with a regal grace. She has flesh the hue of ivory; pearly, sparkling eyes, and flowing, dark green hair. She is shrouded in a golden nimbus that radiates with the pureness of true faith.

Erichelle Glowhearth is a living legend among the ghaele, having valiantly defeated untold numbers of evil creatures and slain many of their malevolent masters in combat. She is widely regaled by the bards of her realm, and is the very stuff of legend. Erichelle loves nothing better than to rescue innocent souls from the horror of vile tyranny, but is more than willing to serve as a powerful friend and ally in any significant cause for good.

While usually appearing as a towering humanoid female of striking allure, Erichelle can also take the form of an incorporeal globe of eldritch colors, 8 feet in diameter. In her normal form she stands just over 9 feet tall and weighs about 600 pounds.

Erichelle speaks Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to her tongues ability. Her cohort and closest friend is a chaotic good half-brass dragon centaur 14th-level Cleric/3th-level Hierophant named Mynla Tralshien.

Gear: +4 large ghost touch holy greatsword, rod of enemy detection, gauntlet of rust, ring of animal friendship, 3 potions of cure moderate wounds, 2 potions of haste. The sword is an intelligent weapon named Solbern the Wraith Reaver (CG, Int 13, Wis 13, Cha 10, empathy, Search +11, cast major image 1/day, and 60 ft. vision and hearing.)

Combat

When Erichelle enters combat, she prefer direct confrontation and lethal attacks to more subtle or insidious methods. She usually fights in her humanoid form, wielding an incandescent +4 large ghost touch holy greatsword. If Erichelle desires mobility, she assumes her globe form and blasts the enemy with light rays.

Erichelle’s natural weapons, as well as any weapons she wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: At will―aid, charm monster (DC 19), color spray (DC 16), comprehend languages, continual flame, cure light wounds (DC 16), dancing lights, detect evil, detect thoughts (DC 17), disguise self, dispel magic, hold monster (DC 20), greater invisibility (self only), major image (DC 18), see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day―chain lightning (DC 21), detect scrying, dimension lock, discern lies, greater command (DC 20), heal (DC 21), instant summons, prismatic spray (DC 22), righteous might, spell turning, symbol of persuasion (DC 21), wall of force. Caster level 18th. The save DCs are Charisma-based.

Spells: While in humanoid form, Erichelle can cast divine spells as a 14th-level cleric. Erichelle has access to the Good and Plant domains. The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/7/7/6/5/4/4/3; save DC 13 + spell level): 0―cure minor wounds, detect magic, guidance, light, resistance, virtue; 1st―bless, command, divine favor, entangle*, obscuring mist, sanctuary, shield of faith; 2nd―aid*, align weapon, bear’s endurance, find traps, lesser restoration, remove paralysis, zone of truth; 3rd―daylight, plant growth*, prayer, remove curse, searing light, water breathing; 4th―death ward, dismissal, divine power, holy smite*, restoration; 5th―dispel evil*, flame strike, raise dead, true seeing; 6th―banishment, blade barrier, heal, repel wood*; 7th―holy word*, mass cure serious wounds, summon monster VII.

*Domain spell.

Greater Spiritual Weapon (Sp): Three times per day Erichelle can summon a weapon of pure force. This ability functions as the spiritual weapon spell (caster level 18th), except that a weapon remains in existence for 18 minutes and it can be redirected to a new opponent as a free action. This ability is the equivalent of a 4th-level spell.

Aura of Hope (Su): Erichelle is constantly shrouded in a golden, glowing aura of faith. Any allies within a 30-foot radius are affected as though by a good hope spell (caster level 18th.) Creatures must succeed on a DC 13 Will save in order to resist this effect. A creature that successfully saves cannot be affected again by the same archlumine's aura for 24 hours. Erichelle is not affected by the aura.

Gaze (Su): In humanoid form―slay evil creatures of 5 or less HD, range 60 feet, Will DC 18 negates. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Non-evil creatures, and evil creatures with more than 5 HD, must succeed on a DC 18 Will save or suffer the fear effect. The save DCs are Charisma-based.

Light Ray (Ex): Erichelle in globe form can project light rays with a range of 300 feet. This attack overcomes damage reduction of any type.

Alternate Form (Su): Erichelle can shift between her humanoid and globe forms as a standard action. In humanoid form, she cannot fly or use her light rays, but she can use her gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, she can fly, use her light rays, and use spell-like abilities, but she cannot cast spells or use her gaze attack. The globe form is incorporeal, and Erichelle has no Strength score while in that form.

Erichelle remains in one form until she chooses to assume a new one. A change in form cannot be dispelled, nor does Erichelle revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.

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 Erichelle. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 18th). (The defensive benefits from the circle are not included in a Erichelle’s statistics block.)

Greater Arcane Sight (Su): Erichelle can use a greater arcane sight ability, as the spell, three times per day (caster level 14th.)

Detect Evil (Sp): At will, Erichelle can use detect evil as a spell-like ability, duplicating the effect of the detect evil spell.

Plane Shift (Su): This ability affects only Erichelle and it can be used once per day. It is otherwise similar to the spell (caster level 18th.)

Tongues (Su): Erichelle can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Limitations: Erichelle will lose her archlumine template if she ever willingly commits an evil act. In addition, she is expected to freely serve the will of her divine patron when called upon to do so, although her patron is understanding about brief diversions for a good purpose.

Creating an Archlumine

"Archlumine" is an acquired template that can be added to any good-aligned outsider that has advanced by more than 5 Hit Dice (referred to hereafter as the base creature).

An archlumine uses all the base creature's statistics and special abilities except as noted here.

Size and Type: The creature's type and size are unchanged. Do not recalculate Hit Dice or base attack bonus.

Armor Class: The creature gains a +1 deflection bonus to AC per five Hit Dice (maximum +5 at 25 HD) or the deflection bonus of the base creature, whichever it is better.

Special Attacks: An archlumine has all the special attacks of the base creature and gains those described below.

Spell-Like Abilities: An archlumine with an Intelligence or Wisdom score of 8 or higher has a choice of spell-like abilities depending on its Hit Dice, as indicated on the table below. The abilities are cumulative; an archfiend with 10 HD can use detect scrying, discern lies, and greater command. An ability is usable once per day. Use the caster level for the spell-like abilities of the the base creature, or the creature's Hit Dice, whichever is greater. The save DCs are Charisma-based.

HDAbilities
6–7Detect scrying
8Discern lies
9–10Greater command
11Righteous might
12–13Heal
14Symbol of persuasion
15–16Instant summons
17Spell turning
18–19Dimension lock
20Mind blank
21–22Etherealness
23Foresight
24–25Stoneskin, animate objects
26Freedom of Movement, banishment
27–28Hold monster, forcecage
29Mark of justice, iron body
30–31Word of recall, sunburst
32+True seeing, astral projection

Greater Spiritual Weapon (Sp): Three times per day the archlumine can summon a weapon of pure force. This ability functions as the spiritual weapon spell (caster level equals HD), except that a weapon remains in existence for 1 minute per HD and it can be redirected to a new opponent as a free action. This ability is the equivalent of a 4th-level spell.

Special Qualities: An archlumine has all the special qualities of the base creature and gains those described below.

Aura of Hope (Su): Archlumine are constantly shrouded in a beautiful glowing aura of goodness. Any allies within a 30-foot radius are affected as though by a good hope spell (caster level equal to Hit Dice.) Creatures must succeed on a Will save in order to resist this effect. The save DC is equal to 13 + Charisma bonus. A creature that successfully saves cannot be affected again by the same archlumine's aura for 24 hours.

Damage Reduction (Su): If the base creature has damage reduction, increase the amount of reduction by +5. Otherwise the creature gains damage reduction 10/evil.

Detect Evil (Sp): At will, an archlumine can use detect evil as a spell-like ability, duplicating the effect of the detect evil spell.

Greater Arcane Sight (Su): An archlumine can use a greater arcane sight ability, as the spell, once per day for every five Hit Dice (caster level 14th.)

Plane Shift (Su): This ability affects only the archlumine and it can be used once per day. It is otherwise identical to the spell (caster level equals 14th or the creature's HD, whichever is greater.)

Spell Resistance (Su): Spell resistance equal to creature's HD + 10 (maximum 35) or the spell resistance of the base creature, whichever is better.

Limitations: An archlumine must be the same alignment as its divine patron and will lose its archlumine template if it ever willingly commits an evil act. In addition, it is expected to freely serve the will of its divine patron when called upon to do so, although most such patrons are understanding about brief diversions for a good purpose.

Abilities: Increase from the base creature as follows: Str +2, Dex +4, Con +2, Int +2, Wis +2, Cha +4.

Feats: Gains Leadership as a bonus feat. Otherwise same as the base creature.

Challenge Rating: HD 9 or less, as base creature +2; HD 10–15, as base creature +3; HD 16 or more, as base creature +4.

Advancement: By character class.

Level Adjustment: Same as base creature +7.

Also in this section of the source

Archon

Archons are celestials from a lawful good-aligned plane. Archons speak Celestial, Infernal, and Draconic, but can speak with almost any creature because of their tongues ability.

Combat

Archons generally prefer to meet a foe head-on if it is prudent to do so, but if outmatched, they do what they can to even the odds (usually by employing hit-and run tactics or standing off and engaging a foe with magic before moving into melee).

Archon Traits: An archon possesses the following traits (unless otherwise noted in a creature’s entry).

  • Darkvision out to 60 feet and low-light vision.
  • Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.
  • Immunity to electricity and petrification.
  • +4 racial bonus on saves against poison.
  • Magic Circle against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level equals the archon’s Hit Dice). (The defensive benefits from the circle are not included in an archon’s statistics block.)
  • Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.
  • Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

All 820 monsters in the Netbook Bestiary