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Medium Outsider (Chaotic, Extraplanar, Good) |
Hit Dice:
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6d8+18 (45 hp) |
Initiative:
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+8 |
Speed:
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40 ft. (8 squares), fly 100 ft. (perfect) |
Armor Class:
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20 (+4 Dex, +6 natural), touch 14, flat-footed 16 |
Base Attack/Grapple:
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+6/+10 |
Attack:
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+1 holy scimitar +11 melee (1d6+4/18-20) or +1 holy composite longbow (+4 Str bonus) +11 ranged (1d8+5/x3) or slam +10 melee (1d6+4) |
Full Attack:
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+1 holy scimitar +11/+6 melee (1d6+4/18-20) or +1 holy composite longbow (+4 Str bonus) +11/+6 ranged (1d8+5/x3) or slam +10 melee (1d6+4) |
Space/Reach:
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5 ft./5 ft. |
Special Attacks:
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Spell-like abilities, whirlwind blast |
Special Qualities:
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Alternate form, damage reduction 10/cold iron or evil, darkvision 60 ft., immunity to electricity and petrification, low-light vision, resistance to cold 10 and fire 10, spell resistance 17, tongues |
Saves:
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Fort +8, Ref +9, Will +7 |
Abilities:
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Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14 |
Skills:
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Concentration +12, Diplomacy +4, Escape Artist +13, Handle Animal +11, Hide +13, Jump +10, Listen +13, Move Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13, Use Rope +4 (+6 with bindings) |
Feats:
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Alertness, Blind-Fight, Improved Initiative |
Environment:
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A chaotic good-aligned plane |
Organization:
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Solitary, pair, or squad (3-5) |
Challenge Rating:
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6 |
Treasure:
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No coins; double goods; standard items |
Alignment:
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Always chaotic good |
Advancement:
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7-12 HD (Medium); 13-18 HD (Large) |
Level Adjustment:
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+5 |