Creatures in "Empyreal Lord" Category

System: Pathfinder | SRD

Creatures in "Empyreal Lord" Category CR Arshea 29 Ashava 28 Black Butterfly 28 Cernunnos 30 Korada 26 Ragathiel 26 Vildeis 28
XP 6553600
Init +16 ; Senses blindsense 60 ft., darkvision 60 ft., detect evil , low-light vision, true seeing ; Perception +49
Defense
AC 48, touch 48, flat-footed 35 (+12 Dex, +1 dodge, +12 insight, +13 sacred)
hp 697 (34d10+510); regeneration 30 (deific or mythic)
Fort +26, Ref +31, Will +31; +4 vs. poison
DR 20/epic and evil
Immune ability damage, ability drain, acid, charm effects, cold, compulsion effects, daze, death effects, energy drain, petrification
Resist electricity 30, fire 30
SR 40
Offense
Speed 60 ft., fly 120 ft. (good)
Melee +5 disrupting holy merciful flail +54/+49/+44/+39 (1d8+33/19–20), 2 wings +44 (2d6+20), slam +44 (1d4+20)
Special Attacks endless dance, pounce
Spell-Like Abilities (CL 29th; concentration +42)
Aura primal aura (30 ft.), protective aura (20 ft.)
CMB +49 (+53 disarm, +51 trip) CMD 97 (99 vs. disarm and trip)
Statistics
Str 40,, Dex 34,, Con 41,, Int 31,, Wis 34,, Cha 37
Base Atk +34
Feats Combat Expertise , Combat Reflexes , Critical Focus , Dodge , Greater Disarm , Greater Spell Penetration , Improved Critical (flail) , Improved Disarm , Improved Initiative , Improved Trip , Mobility , Power Attack , Quicken Spell-Like Ability ( greater invisibility ) , Skill Focus (Diplomacy , Perform [dance]), Spell Penetration, Staggering Critical
Skills Acrobatics +49, Bluff +50, Diplomacy +56, Disguise +47, Fly +53, Heal +46, Knowledge (arcana, local, religion) +44, Knowledge (planes) +47, Perception +49, Perform (dance) +56, Sense Motive +49, Spellcraft +44, Stealth +49, Use Magic Device +50
Languages Celestial; telepathy 300 ft.; truespeech
SQ fulfillment, nomadic, seed of life, unlimited abandon
Special Abilities
Adoration (Ex) The first time each round a creature attempts to attack Arshea (whether with a melee attack, a ranged attack, or a spell), that creature must succeed at a DC 40 Will save or hesitate and waste the action (losing the spell or daily use, if applicable). If Arshea attacked that creature in the last round, the creature automatically succeeds at this Will save. Evil creatures gain a +10 bonus on this Will save. This is a mind affecting emotion effect. The save DC is Charisma-based.
Endless Dance (Ex) Arshea adds their Charisma bonus to all damage rolls with weapon attacks (this bonus is already calculated into their statistics above).
Flawless Form (Ex) Arshea exults in the body’s full freedom of motion and the beauty of the physical form. Whenever wearing revealing clothing (or no clothing) and no armor, Arshea adds their Wisdom bonus as an insight bonus to their Armor Class and their Charisma bonus as a sacred bonus to their Armor Class (these bonuses are already calculated into their statistics above).
Freedom’s Call (Ex) Arshea is immune to any effects that abrogate freedom, as if constantly under the effects of freedom .
Fulfillment (Su) Arshea instantly receives the full results of detect anxieties, detect desires , and detect thoughts on the first round of examining a creature. In addition to the creature’s current desires, Arshea’s detect desires reveals the creature’s deepest underlying desires—those that would bring it true fulfillment if granted. If the creature’s deepest desires are wicked or perverse in nature, Arshea also learns the creature’s deepest nonharmful desire, if any, and whether its fulfillment might help the creature eschew the darkness constraining its heart. Arshea can produce an effect within the bounds of wish without spending a use of the daily spell-like ability, but only to help grant a creature fulfillment as determined by this ability, and only once per creature. Participating in a creature’s fulfillment and release from needless constraints is a religious and often sexual experience for both parties involved. For 24 hours afterward, both Arshea and the fulfilled creature receive a +4 morale bonus on ability checks, attack rolls, damage rolls, saving throws, and skill checks, as well as to caster level.
Nomadic (Ex) Arshea, unlike many empyreal lords, does not keep a static empyreal realm. Instead, Arshea is nomadic, traveling the wilds of Nirvana as they see fit. As a swift action once per day, Arshea can designate a region on Nirvana to serve as their territory—this region cannot include any area currently claimed by another empyreal lord or deity as part of a planar realm. The area of the territory can vary, but it never extends more than 100 miles from the point Arshea selected as the center of their territory. The next time Arshea uses this ability to generate a planar territory, it cannot overlap any region that served them as a planar territory within the previous 24 hours. Within this planar territory, Arshea enjoys the full benefits of an empyreal realm, as detailed on page 87 of Pathfinder RPG Bestiary 4 , including the ability to use mythic spell-like abilities and the mythic power ability.
Primal Aura (Su) Creatures within Arshea’s primal aura must succeed at a DC 40 Will save to avoid becoming overwhelmed with euphoria. On a successful save, the creature takes a –2 penalty on all saving throws against emotion-based effects while remaining within Arshea’s primal aura, but it is immune to further effects from the primal aura for 24 hours. On a failed save, the creature becomes dazed for 1 round from overwhelming sensations in addition to the –2 penalty on all saving throws against emotion-based effects. This is a mind-affecting emotion effect. The save DC is Charisma-based.
Unlimited Abandon (Su) All of Arshea’s mind-affecting spells, spell-like abilities, supernatural abilities, and extraordinary abilities affect all creatures, regardless of those creatures’ immunity to charms, compulsions, emotion effects, or mind-affecting effects. A mythic or deific creature with such an immunity still loses its immunity, but gains a +4 bonus on its saving throws against these effects and can roll twice and then choose the best result.

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