Azata, Ghaele (CR 16/MR 6)

This elegantly armored sentinel stands alert, her eyes radiating divine light and her noble blade crackling with power.

Mythic Ghaele (CR 16/MR 6)
XP 76,800
Pathfinder Roleplaying Game Bestiary
CG Medium outsider (azata, chaotic, extraplanar, good, mythic, shapechanger)
Init +5; Senses darkvision 60 ft., detect evil, low-light vision, see invisibility; Perception +21
Aura beacon of hopeMA, holy aura (DC 23)

Defense

AC 34, touch 16, flat-footed 32 (+4 deflection, +1 Dex, +1 dodge, +18 natural)
hp 196 (13d10+125)
Fort +17, Ref +11, Will +17
Defensive Abilities DR 10/cold iron, epic, and evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 31

Offense

Speed 50 ft., fly 150 ft. (perfect)
Melee +3 keen, evil outsider bane greatsword +23/+18/+13 (2d6+13/17- 20/×2)
Ranged 2 light raysMA +14 ranged touch (4d12)
Special Attacks gazeMA, holy lance (8 rounds, 3/day), mythic power (6/day, surge +1d8), mythic spell-like abilitiesMA, strobeMA

Spell-Like Abilities (CL 16th; concentration +21)
Constant—detect evil, holy aura (DC 23), see invisibility
At will—aid, charm monster (DC 19), continual flame, cure light wounds, dancing lights, detect thoughts (DC 17), disguise self, dispel magic, hold monster (DC 20), greater invisibility (self only), major image (DC 18), greater teleport (self plus 50 lbs. of objects only)
3/day—globe of invulnerability
1/day—chain lightning (DC 21), prismatic spray (DC 22), wall of force

Spells Prepared (CL 16th; concentration +21)
7th—holy wordMS (DC 22), refugeD
6th—banishment (DC 21), blade barrierD, MS, healMS (DC 21)
5th—break enchantmentD, breath of lifeMS, flame strikeMS (DC 20), raise dead, true seeing
4th—death ward, dismissal (2) (DC 19), divine power, holy smiteD, MS (DC 19), restoration
3rd—cure serious wounds (3), flyD, searing light (2)
2nd—aid, align weapon, bear’s endurance, lesser restoration (2), remove paralysisD
1st—bless, command (DC 16), divine favor, liberating command, obscuring mist, remove fearD, shield of faith
0 (at will)—detect magic, purify food and drink, stabilize, virtue
D: Domain spell; Domains(MA) Azata(APG), Liberation; MS: Mythic Spell

Statistics

Str 25, Dex 12, Con 20, Int 16, Wis 21, Cha 21
Base Atk +13; CMB +20 (+25 disarm or trip); CMD 31 (36 vs. disarm or trip)
Feats Combat Casting, Combat Expertise, Dodge, Improved DisarmMF, Improved Initiative, Improved TripMF, Lightning Reflexes, Mythic Spell LoreMF
Skills Diplomacy +21, Escape Artist +17, Fly +25, Handle Animal +21, Knowledge (nature) +16, Knowledge (planes) +19, Perception +21, Sense Motive +21, Stealth +17
Languages Celestial, Draconic, Infernal; truespeech
SQ Elysium’s call, freedom’s call, liberation, light formMA, spellsMA

Ecology

Environment any (Elysium)
Organization solitary, pair, or squad (3–6)
Treasure triple (+3 keen, evil outsider bane greatsword)

Special Abilities

Gaze (Su) In humanoid or light form, a mythic ghaele’s gaze attack slays evil creatures of 7 HD or less (range 60 feet, Will DC 22 negates). Evil creatures that succeed on their saving throw are frightened (if non-mythic) or shaken (if mythic) for 2d10 rounds. Non-good creatures, and evil creatures with more than 7 HD, must succeed on a DC 22 Will save or be frightened (if non-mythic) or shaken (if mythic) for 2d10 rounds. A creature that saves against a mythic ghaele’s gaze is affected as above but is otherwise immune to that particular mythic ghaele’s gaze for 24 hours. This is a mind-affecting fear effect. The save DCs are Charisma-based and include a +2 racial bonus. If a mythic ghaele expends one use of its mythic power as a free action, its gaze attacks bypasses immunity to fear for 1 minute in non-mythic evil creatures and mythic evil creatures whose tier is lower than the ghaele’s, and creatures that have successfully saved against its gaze attack within the last 24 hours lose their immunity unless they successfully save again.

Light Form (Su) A mythic ghaele can shift between its solid body and one made of light as a move action. In solid form, it cannot fly or use light rays. In light form, it can fly and gains the incorporeal quality—it can make light ray attacks, use spell-like abilities, and cast spells in this form, but can’t make physical attacks. This ability otherwise functions similarly to a bralani’s wind form ability. If a mythic ghaele expends one use of its mythic power as a free action, it can shift between its light and solid forms as a swift action for 1 minute.

Light Ray (Ex) A mythic ghaele’s light rays have a range of 300 feet, and deal 4d12 points of damage which bypasses all damage reduction. A creature struck by a mythic ghaele’s light ray is outlined in mythic faerie fire (as the spell) for a number of minutes equal to the mythic ghaele’s rank (6 minutes for most mythic ghaeles).

Mythic Spell-Like Abilities (Su) Three times per day a mythic ghaele may cast the mythic spell version of any of its corresponding spell-like abilities. A mythic ghaele must expend the same amount of mythic power that would normally be required to cast a mythic spell, treating its mythic rank as its mythic tier for the purpose of qualifying to use augmented versions of mythic spells.

Spells Mythic ghaeles cast divine spells, and gain the Good (Azata subdomain) and Liberation domains, as though they were 16th-level clerics. They do not gain access to other cleric abilities.

Strobe (Su) As a move action, a mythic ghaele can expend one use of its mythic power to quickly alternate between its solid and light forms for up to 1 minute (the mythic ghaele can end the effect at will). While strobing in this way, a mythic ghaele can fly, use its light rays, and make physical attacks. It has a 50% chance of being incorporeal when it is attacked, and a 20% chance of being in the incorrect form for its attack when it attacks, i.e., a 20% chance of being in solid form when attacking with light rays, or a 20% chance of being in light form when attacking with its greatsword.

While strobing, a mythic ghaele can move through (but not see through) solid objects. For each 5 feet of solid material it moves through, there is a 50% chance that it becomes corporeal and is shunted off to the nearest open space, taking 1d6 points of damage per 5 feet so traveled.

All creatures within 30 feet who view a strobing mythic ghaele must succeed on a DC 22 Will save or be fascinated for as long as the strobing mythic ghaele remains within 300 feet of the fascinated creature. The approach of the mythic ghaele does not count as an obvious threat to the victim of this particular fascination effect (although the mythic ghaele’s attack does count as an obvious threat and ends the fascination immediately). This is a mind-affecting gaze attack. The save DC is Charisma-based and includes a +2 racial bonus.

See the Legal & OGL page. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.