Ramadeen (CR 4)

Large Outsider (Extraplanar and good)
Alignment: Always lawful good
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +9, and Spot +9


AC: 18 (-1 size, +1 Dex, +2 natural, +4 chain shirt, +2 heavy shield), touch 10, flat-footed 17
Hit Dice: 4d8+12 (30 hp); DR: 5/magic
Fort +7, Ref +5, Will +6
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +4; Grapple +13
Attack: Masterwork scimitar +10 melee
Full Attack: Masterwork scimitar +10 melee
Damage: Masterwork scimitar 1d8+5/18-20
Special Attacks/Actions: Smite evil
Abilities: Str 21, Dex 12, Con 17, Int 12, Wis 14, Cha 17
Special Qualities:
Feats: Power Attack; Powerful ChargeB; Weapon Focus
Skills: Diplomacy +12, Heal +9, Intimidate +10, Jump +7, Knowledge (religion) +8, Knowledge (the planes) +8, Listen +9, Sense Motive +9, Spot +9, Survival +2 (+4 on other planes), and Tumble +4
Advancement: 5-7 HD (Large); 8-12 HD (Huge)
Climate/Terrain: Seven Mounting Heavens of Celestia
Organization: Solitary, team (1 plus 2-5 protectars), or cadre (2-6 plus 0-4 protectars)
Treasure: Double items

Source: Miniatures Handbook

A ramadeen's natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Smite Evil (Su): Once per day a ramadeen can make a normal melee attack to deal an extra 4 points of damage against an evil foe.

Extraplanar Subtype

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.

Good Subtype

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).