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.

No comments:

Post a Comment