Ghaele (CR 13)
Medium Outsider (Chaotic, Eladrin, Extraplanar, and Good)
Alignment: Always chaotic good
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., low-light vision, Listen +16, and Spot +16
Languages: Tongues SA
AC: 25 (+1 Dex, +14 natural), touch 11, flat-footed 24 or 14 (+1 Dex, +3 deflection) touch 14, flat-footed 13
Hit Dice: 10d8+20 (65 hp); DR: 10/evil and cold iron
Fort +9, Ref +8, Will +10
Speed: 50 ft., fly 150 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +10; Grapple +17
Attack: +4 holy greatsword +21 melee; or light ray +11 ranged touch
Full Attack: +4 holy greatsword +21/+16 melee; or 2 light rays +11 ranged touch
Damage: +4 holy greatsword 2d6+14/19-20, light ray 2d12
Special Attacks/Actions: Spell-like abilities, spells, gaze
Abilities: Str 25, Dex 12, Con 15, Int 16, Wis 17, Cha 16
Special Qualities: immunity to electricity and petrification, protective aura, resistance to cold 10 and fire 10, SR 28, alternate form
Feats: Combat Expertise; Improved Disarm; Improved Initiative; Improved Trip
Skills: Concentration +15, Diplomacy +5, Escape Artist +14, Handle Animal +16, Hide +14, Knowledge (any two) +16, Listen +16, Move Silently +14, Ride +16, Sense Motive +16, Spot +16, and Use Rope +1 (+3 with bindings)
Advancement: 11-15 HD (Medium-size); 16-30 HD (Large)
Climate/Terrain: Olympian Glades of Arbores
Organization: Solitary, pair, or squad (3-5)
Treasure: no coins, double goods, standard items
Spell-like Abilities: At will - aid, alter self, charm monster, color spray, comprehend languages, continual flame, cure light wounds, dancing lights, detect evil, detect thoughts, dispel magic, hold monster, improved invisibility (self only), major image, see invisibility and teleport without error (self plus 50 pounds of objects only); 1/day - chain lightning, prismatic spray and wall of force. These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level).
Spells: Ghaeles in humanoid form can cast divine spells from the cleric list and the Air, Animal, Chaos, Good, and Plant domains as 14th-level clerics (save DC 13 + spell level).
Gaze (Su): In humanoid form - slay evil creatures of 5 or fewer HD, range 60 feet, Will negates DC 18. 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 at a Will save (DC 15) or suffer the fear effect.
Positive Energy (Ex): The ghaele's incandescent sword deals an additional 2d6 points of positive energy damage to evil creatures.
Light Ray (Ex): A ghaele in globe form can project light rays with a range of 300 feet.
Celestial Qualities: Protective aura, electricity and petrification immunity, cold and acid resistance 20, tongues, +4 save against poison.
Alternate Form (Su): A ghaele can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack.
A ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.
Tongues (Su): Can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active.
Keen Vision (Ex): All celestials have low-light vision and 60-foot darkvision.
Protective Aura (Su): As a free action, ghaeles can surround themselves with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer whose level equal to the celestial's Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action on its next turn.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic 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 chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
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).