Emprix (humanoid form) (CR 10)
AC: 21 (+4 Dex, +7 natural), touch 14, flat-footed 17
Hit Dice: 6d8+18 (45 hp); DR: 10/magic
Fort +8, Ref +9, Will +8
Speed: 40 ft., fly 100 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +6; Grapple +1
Attack: 2 light rays +11 ranged touch; or 2 slams +10 melee; or sun mace* +10 melee (+12 vs. evil); or positive rod +10 ranged touch
Full Attack: 2 light rays +11 ranged touch; or 2 slams +10 melee; or sun mace* +10 melee (+12 vs. evil); or positive rod +10 ranged touch
Damage: Light ray 5d8, slam 1d6+ 4, heavy sun mace* 1d8+8 (+10 vs. evil)
* Sun mace: as sunblade except a heavy mace
Special Attacks/Actions: Spell-like abilities, positive energy
Abilities: Str 18, Dex 18, Con 16, Int 18, Wis 16, Cha 20
Special Qualities: SR 20, celestial qualities, alternate form, brand (Sigil of Stars)
Feats: Improved Initiative; Flyby Attack
Skills: Concentration +10, Escape Artist +11, Hide +11, Knowledge (any three) +13, Listen +11, Move Silently +11, and Sense Motive +12
Advancement: 7-18 HD (Medium-Size)
Climate/Terrain: Any land and underground
Treasure/Possessions: Double standard
Light Ray (Ex): An Emprix's light rays (usable only in its star form) have a range of 60 feet.
Spell-like Abilities: At will - aid, continual flame, flare, cure light wounds, detect magic, dispel magic, holy aura, daylight, remove disease and remove fear. These abilities are as the spells cast by a 12th-level sorcerer (save DC 15+spell level).
The following abilities are always active on the Emprix's person, as the spells cast by a 15th-level sorcerer: detect evil, detect chaos, see invisibility, and true seeing. They can be dispelled, but the Emprix can reactivate them as a free action.
Additionally, the Emprix has the following enchantments available to her each round. Whether in human or star form: at will - daze, charm person, suggestion, charm monster, confusion, emotion, 3/day - mass charm, 1/month - geas/quest. These are as the spells cast by a 17th-level sorcerer (save DC 15+spell level).
Positive Energy Focus (Ex): Like other stellar devas, an Emprix can channel and focus positive energy although she does not required any tool to do so. The Emprix can use this ability as a ranged attack up to 60 feet or a touch attack (see above for attack bonuses). She can make only once such attack -- either by bolt or touch -- per round.
Stun (Ex): Any non-evil living being struck by the Emprix's energy must succeed at a Fortitude save (DC 18) or be stunned for 1d6 rounds.
Positive Energy Bolt (Ex): The beam deals 2d10 damage in positive energy to any evil or undead creature it strikes. The Emprix may choose to simply stun evil living beings (Fortitude save DC 18) but the beam always damages the undead.
Brand: A use unique to Emprixes is their ability to brand any non-evil, living beings with "The Sigil of Stars". To be successful the Emprix must actually touch the target being, who is allowed a Will save to resist being branded (DC18).
An Emprix may only brand one being at a time. Successfully branding a second being causes the brand on the first being to immediately fade away. The brand remains on the target until he or she has used up all it inherent powers. The Sigil of Stars appears as a crescent moon surrounded by eight stars. It glows softly, becoming visible only in darkness, underground, and at night, although a true seeing spell will reveal its presence in other circumstances. The Sigil of Stars' bearer can, at will, perform the following abilities as the spells cast by an 8th-level sorcerer: flare (Fort save at DC 15), light, disrupt undead, and protection from evil (Will save at DC 16). The bearer may also cast glitterdust, daylight or halt undead but each casting of these spells causes one of the Sigil's eight stars to vanish. Once all eight stars have been used, the Sigil dissipates and the bearer no longer has access to any of its benefits.
Celestial Qualities: Protective aura, tongues, fire resistance 20, electricity, cold, acid, and petrification immunity, +4 save against poison, lowlight vision, darkvision 60 ft. (as do all outsiders).
Alternate Form: An Emprix can shift between its human and star forms as a standard action. In human form, it cannot fly or use its light rays, but it can make use of it positive energy rod and spell- like abilities, and make physical attacks. In star form, it can fly and use it light rays and spell-like abilities, but not its rod or other melee attacks.
An Emprix stays in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the celestial revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.
A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).