Protectar (CR 2)

Medium Outsider (Extraplanar and Good)
Alignment: Always good (any)
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +6, and Spot +6
Languages: Tongues SA


AC: 18 (+1 Dex, +5 breastplate, +2 heavy shield), touch 11, flat-footed 17
Hit Dice: 2d8+4 (13 hp)
Fort +5, Ref +4, Will +4
Speed: 30 ft., fly 60 ft. (good) (20 ft., fly 40 ft. (good) in breastplate)
Space: 5 ft./5 ft.
Base Attack +2; Grapple +4
Attack: Longsword +4 melee
Full Attack: Longsword +4 melee
Damage: Longsword 1d8+2/19-20
Special Attacks/Actions: -
Abilities: Str 15, Dex 12, Con 15, Int 10, Wis 12, Cha 15
Special Qualities: spell-like abilities
Feats: Combat Casting
Skills: Concentration +7, Diplomacy +9, Heal +6, Knowledge (religion) +5, Knowledge (the planes) +5, Listen +6, Sense Motive +6, Spot +6, and Survival +1 (+3 on other planes)
Advancement: 3-5 HD (Medium); 6 HD (Large)
Climate/Terrain: Any good-aligned plane
Organization: Solitary or team (2-5 plus 50% chance for 1 ramadeen)
Treasure/Possessions: No coins; double goods; standard items

Source: Miniatures Handbook

Spell-Like Abilities: At will - tongues; 3/day - cure light wounds (DC 13). Caster level 2nd. The save DC is Charisma-based.

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).