Justicator (CR 13)

Large Outsider (Lawful)
Alignment: Always lawful neutral
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +24, and Spot +24

AC: 26 (-1 size, +3 Dex, +5 natural, +9 +1 mithral full plate), touch 12, flat-footed 23
Hit Dice: 17d8+34 (110 hp); DR: 10/chaotic
Fort +12, Ref +13, Will +16
Speed: 40 ft., fly 90 ft. (good) (30 ft. in full plate armor, fly 60 ft. [good] in full plate armor)
Space: 10 ft./10 ft.
Base Attack +17; Grapple +26
Attack: +1 greatsword +23 melee
Full Attack: +1 greatsword +23/+18/+13/+8 melee
Damage: +1 Greatsword 3d6+8/17-20
Special Attacks/Actions: Smite chaos, spell-like abilities
Abilities: Str 21, Dex 17, Con 14, Int 13, Wis 18, Cha 12
Special Qualities: immunity to paralysis, outsider traits, SR 24
Feats: Greater Spell Penetration; Improved Critical (greatsword); Improved Initiative; Iron Will; Spell Penetration; Weapon Focus (greatsword)
Skills: Concentration +22, Diplomacy +3, Heal +24, Intimidate +21, Knowledge (religion) +21, Knowledge (the planes) +21, Listen +24, Sense Motive +24, Spellcraft +21, Spot +24, and Survival +4 (+6 on other planes)
Advancement: 18-23 HD (Large); 24-34 HD (Huge)
Climate/Terrain: Infernal Battlefield of Acheron
Organization: Solitary, pair, or justice (3-7)
Treasure/Possessions: Standard plus +1 greatsword and +1 mithral full plate

Source: Monster Manual III

Smite Chaos (Su): four times per day, a justicator can attempt to smite chaos with one normal melee attack. It gains +1 on the attack roll and +17 on the damage roll. If a justicator accidentally smites a creature that is not chaotic, the smite has no effect, but the ability is still used up for that day. When using its smite chaos ability, a justicator gains a bonus on its attack roll equal to its Charisma modifier and a bonus on the damage roll equal to its Hit Dice.

Spell-like Abilities: At will - bless, detect chaos; 3/day - cure serious wounds, dimensional anchor, invisibility purge, silence (DC 13); 1/day - dispel chaos (DC 16), greater command (DC 16), plane shift. Caster level 10th.

Lawful Subtype

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).

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