Sibyllic Guardian (CR 10)
Medium Outsider (Archon, extraplanar, good, lawful, and psionic)
Alignment: Lawful Good
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., low-light vision, Listen +15, and Spot +15
Languages: Abyssal, Auran, Celestial, Common, Infernal; Tongues SA
AC: 25 (+3 Dex, +12 natural) , touch 13, flat-footed 22
Hit Dice: 9d8+45 (85 hp); DR: 10/evil
Fort +11 (+15 against poison), Ref +9, Will +9
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +9; Grapple +13
Attack: Melee +2 greatsword +15/+10
Damage: +2 greatsword 2d6+8/19-20
Special Attacks/Actions: Psi-like abilities
Abilities: Str 18, Dex 16, Con 20, Int 16, Wis 16, Cha 20
Special Qualities: Magic circle against evil, outsider traits, Aura: menace (20 ft., DC 19), PR 20, Immune electricity, petrification
Feats: Greater Psionic Weapon; Improved Initiative; Psionic Meditation; Psionic Weapon
Skills: Autohypnosis +17, Concentration +17, Diplomacy +19, Gather Information +17, Jump +16, Knowledge (psionics) +17, Knowledge (the planes) +15, Listen +15, Psicraft +17, Sense Motive +15, and Spot +15
Climate/Terrain: Seven Mounting Heavens of Celestia
Psi-Like Abilities (ML 9th): At will - brain lock (any non-mindless, DC 17)*, detect hostile intent, detect psionics, ego whip (2d4, DC 19)*, mindlink, psionic teleport (self plus 50 lb. of objects) 3/day--dispel psionics, ectoplasmic cocoon (DC 19)*, psionic fly 1/day - second chance *Includes augmentation for the sibyllic guardian's manifester level
Spell-Like Abilities (CL 9th): At will - aid, continual flame, detect evil, message
Aura of Menace (Su): A righteous aura surrounds sibyllic guardians that fight or become angry. Any hostile creature within a 20-foot radius of a sibyllic guardian must succeed on a DC 19 Will save to resist its effects. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the sibyllic guardian that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same sibyllic guardian's aura for 24 hours.
Magic Circle against Evil (Su): A magic circle against evil effect always surrounds a sibyllic guardian. Caster level 9th. The defensive benefits from the circle are not included above.
Tongues (Su): All sibyllic guardians can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active. A sibyllic guardian appears as a tall, beautiful woman wielding a massive greatsword. Guardians sometimes serve as sentinels to good-aligned psions who possess enough psionic skill (see the planar champion power). Sibyllic guardians are dedicated opponents of evil in all its forms. With an arsenal of psionic and magical capabilities plus great skill at arms, a sibyllic guardian strikes fear into the hearts of even the vilest creatures of the Abyss.
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).
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).