Monster: Steel Angel

Steel Angel

It is a slender figure made of polished steel, burnished brass, and golden light, its form reminiscent of a clockwork angel with wings made of long metal blades. Its left shoulder is burdened with a strange turret-like protrusion crackling with empyrean energies.

CR 12; XP 19,200
NG Huge Construct (extraplanar, good)
Init +7; Senses darkvision 60 ft., detect evil, low-light vision; Perception +18

AC 27, touch 11, flat-footed 24 (+3 Dex, +16 natural, –2 size)
hp 128 (16d10+40)
Fort +5, Ref +8, Will +7
Defensive Abilities fall not to evil; DR 10/adamantine and evil; Immune construct traits, magic

Speed 30 ft., fly 60 ft. (good)
Melee 2 claws +21 (3d6+7) and 2 wings +16 (1d8+3)

Ranged rapture gun +18/+13/+8/+3 ranged touch (3d6)
Space 15 ft.; Reach 15 ft.
Special Attacks rapture gun
Spell-Like Abilities (CL 20th)
Constant—detect evil

Str 24, Dex 16, Con —, Int 15, Wis 15, Cha 15

Base Atk +16; CMB +25; CMD 38
Feats Combat Reflexes, Flyby Attack, Improved Critical (rapture gun), Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (rapture gun)
Skills Fly +19, Knowledge (planes) +18, Perception +18, Sense Motive +18

Language understands Celestial but does not speak

Environment any

Organization solitary or pair
Treasure standard

Special Abilities

Fall Not To Evil (Su) A steel angel is strangely energized when fighting forces of evil. It gains a cumulative fast healing 1 for each creature with aura of evil or evil subtype within 60 feet.

Immunity To Magic (Ex) A steel angel is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

  • Spells and spell-like abilities with the evil descriptor deal 1 point of damage per spell level or their normal damage whichever is higher, though they cause no other effects on steel angels.
  • Spells and spell-like abilities with the good descriptor heal the steel angel for 1 point per spell level or their normal healing whichever is higher.
  • Disintegrate turns the steel angel incorporeal for one round, making it appear as a radiant version of oneself made of celestial energies. The incorporeal steel angel can still use its rapture gun to attack corporeal creatures without penalties.
  • Banishment, dismissal, and other effects that expel extraplanar creatures still work to abjure steel angels, though they have no other effects.

Rapture Gun (Su) A steel angel can fire bolts of holy energy from its built-in rapture gun. It has range increment of 100 feet, requires ranged touch attack to hit and deals 3d6 points of damage per hit. As a standard action, a steel angel can fire a massive beam of holy energy dealing 15d6 points of damage to all creatures within 100 feet line. A successful Reflex saving throw (DC 20) halves the damage. The saving throw DC is Charisma-based. After firing the beam, the steel angel cannot use its rapture gun for the next 1d4 rounds.

Steel angels are marvels of empyrean mechanics, divine constructs made of otherworldly materials powered by celestial spirits. They are powerful tools for good forces, capable of withstanding many of fiendish afflictions and powers while energized by mere presence of nearby evil.


Monster: Oozeling


This little blob of rainbow-colored, semi-translucent slime oozes around vigorously.

CR 2; XP 600
N Tiny Ooze
Init +6; Senses blindsight 10 ft., scent; Perception +5

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 19 (3d8+6)
Fort +3, Ref +3, Will +3
Defensive Abilities ooze; Immune disease, fear, nausea, sickened

Speed 20 ft., climb 20 ft., swim 20 ft
Ranged boring acid +6 ranged touch (2d6 acid)

Space 2-1/2 ft.; Reach 0 ft.
Special Attacks 

Str 4, Dex 14, Con 14, Int 11, Wis 15, Cha 11

Base Atk +2; CMB –3; CMD 9 (can't be tripped)
Feats Alertness, Improved Initiative
Skills Climb +5, Escape Artist +22, Perception +7, Sense Motive +7, Swim +5; Racial Modifiers +20 Escape Artist

Language can't speak
SQ compression

Environment any

Organization solitary, pair, or swarm (3-20)
Treasure incidental only

Special Abilities

Boring Acid (Ex) An oozeling can excrete and spit corrosive fluid dealing 2d6 points of acid damage to single creature or object within 20 feet on a successful ranged touch attack, and reducing acid resistance by 1 until the end of the oozeling's following turn. Resistance reduction from consecutive hits with this ability stack, to a maximum reduction of 10 with each hit resetting duration of the effect. When grappled, pinned or swallowed, an oozeling can excrete corrosive fluid from his whole surface as a standard action, inflicting 4d6 points of acid damage to the grappling, pinning or swallowing creature. Oozelings suffer nonlethal damage from other oozelings' boring acid but have no special resistances against acid damage from other sources.

Oozzlings are sentient, friendly blobs of motile protoplasm, almost certainly a byproduct of some magical or alchemical experiment. They are quite gregarious and curious beings with vigor and attention span of a young kitten. They can be also accidentally destructive due to their natural corrosive qualities and while they can't jump, they can move on almost any horizontal surfaces with ease.

A 3rd level spellcaster with Improved Familiar feat can take oozeling as a familiar.


Monster: Darklight Reaver

Darklight Reaver

A spectral figure woven of darkness with eyes and an outline made of purple glow.

CR 9; XP 6,400
CE Medium Undead (incorporeal)
Init +10; Senses darkvision 60 ft.; Perception +17

AC 22, touch 22, flat-footed 15 (+5 deflection, +6 Dex, +1 dodge)
hp 114 (12d8+60)
Fort +8, Ref +10, Will +12
Defensive Abilities incorporeal; Immune undead

Speed fly 30 ft. (perfect)
Melee 2 darklight tendrils +15 (5d6)

Space 5 ft.; Reach 5 ft. (15 ft. with darklight tendrils)
Special Attacks darklight spawn, whirlwind of tendrils

Str —, Dex 22, Con —, Int 17, Wis 15, Cha 21

Base Atk +9; CMB +9; CMD 25
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Technologist
Skills Fly +29, Knowledge (arcana) +18, Knowledge (engineering) +15, Intimidate +20, Perception +17, Sense Motive +17, Stealth +21

Language Luminarian
SQ darklight malfunction

Environment any

Organization solitary or pair
Treasure standard

Special Abilities

Darklight Malfunction (Su) A darklight reaver can cause a touched luminarian device to act erratically and unpredictably, possibly producing various quirks or make it spectacularly fail until repaired and re-calibrated.

Darklight Spawn (Su) 
 When a darklight reaver drops a living creature below 0 hit points, the victim is enveloped with a cocoon of magical darkness that completely consumes its corpse within 1d4+1 rounds, except for luminars. A luminar victim of this effect emerges from the cocoon of darkness as a darklight remnant under the darklight reaver's control. The cocoon can be dispersed with magical light of at least 2nd level.

Darklight Tendrils (Su) A darklight reaver can attack its enemies with tendrils of darkness extending from its spectral arms. They have exceptional reach and are treated as incorporeal touch attacks that overcomes damage reduction of any kind.

Whirlwind Of Tendrils (Su) A darklight reaver can make a single darklight tendril attack against any number of creature within its reach as a full-round action.

Darklight reavers are twisted and malevolent spirits of luminars that died corrupted with great darkness. They are sadistic beings that find great joy in extinguishing light of their living siblings and corrupting their technology.


Planar NPC: Zyizzack The Stickyfingers

Zyizzack The Stickyfingers

A small, gremlin-like personage, with long and tattered ears, big yellow eyes, and a brown warty hide. Besides a backpack carried on his back, he only wears a simple loincloth and a pair of leather bracers.

CR 4; XP 1,200

CN Small Outsider (extraplanar)
Init +9; Senses darkvision 60 ft.; Perception +15


AC 17, touch 16, flat-footed 12 (+5 Dex, +1 natural, +1 size)
hp 37 (5d10+10); regeneration 1 (lawful)
Fort +3, Ref +9, Will +7; +4 vs. abjuration and divination magic

Speed 30 ft., climb 30 ft.
Melee dagger +11 (1d3+1)
Ranged dagger +11 (1d3+1)
Special Attacks sneak attack +3d6
Spell-Like Abilities (CL 10th)
At will—detect magic, mage hand, prestidigitation
1/day—animate ropegetaway (self only), invisibility (self only)

Str 12, Dex 20, Con 14, Int 11, Wis 17, Cha 11
Base Atk +5; CMB +5; CMD 20
Feats Improved Initiative, Skill Focus (Disable Device), Weapon Finesse
Skills Appraise +8, Climb +17, Disable Device +20, Perception +15, Sleight Of Hand +17, Stealth +17; Racial Modifiers +4 Disable Device, +4 Perception, +4 Sleight Of Hand
Language Common, Sylvan, Undercommon
SQ handy tools, sack of wonders

Environment any
Organization unique
Treasure standard

Special Abilities

Handy Tools (Sp) Zyizzack can conjure daggers and tools (including scales and magnifying glass suitable for appraising, climbing tools, lockpicks, spying glasses, hearing tubes, false prosthetics helpful with Sleight Of Hand, and camouflage clothing) by reaching into his sack of wonders. They all act like a summoned tools granting +5 competence bonus to their appropriate skill checks and dissolve into nothingness one round after leaving Zyizzack's possession.

Sack Of Wonders (Sp) Any purse or sack used by Zyizzack can become an opening to his personal extradimensional space acting like a central portion of a handy haversack.

Zyizzack The Stickyfingers is an extraordinary thief, an apt safecracker, a scourge of interplanar treasures, and a self-professed thrill seeker. He is also a poor liar, poor planer, and a bigger coward than he would ever admit. He is also not even half as smart as he think he is, and he is definitely too curious for his own good. Despite all those misgivings, he is a competent thief and can be hired as such. When conjured he might demand either help with a heist of his own, or information about a suitable target (and possibly a spare time to rob such target) as the payment for his services.

Those who know about him and his ways suspect that he is a semi-ascended gremlin or maybe a child of a gremlin and some sort of extraplanar entity, though no one knows for sure. Zyizzack himself is telling many, often contradictory stories about oneself, claiming to be a bastard child of a god of thievery and a fey lady, a mortal thief reborn as an immortal entity, a benign rakshasa who turned away from cruelty and decadence of his kind, a devil who stole back his soul from hell... And he clearly lies through his teeth, whichever the story he is telling.