Library / Bestiary

Azata, Ghaele

CR 13.00 Outsider CG Medium
This elegantly armored sentinel stands alert, her eyes radiating divine light and her noble blade crackling with power.

Ghaeles are the most knightly of the azatas, hunting fiends, dragons, and undead with equal vigor. Most appear like idealized humans or elves and are quick to smile—and equally quick to strike against those they perceive as wicked.

STR
25
DEX
12
CON
20
INT
16
WIS
19
CHA
17
HP
136 (13d10+65)
AC
28, touch 16, flat-footed 26 (+4 deflection, +1 Dex, +1 dodge, +12 natural)
Speed
50 ft., fly 150 ft. (perfect)
Init
+5
Melee
+2 holy greatsword +22/+17/+12 (2d6+12)
Ranged
2 light rays +14 ranged touch (2d12)
BAB
+13
CMB
+20
CMD
31
Fort
+17
Ref
+11
Will
+16
DR
10/cold iron and evil
SR
25

Weapons: Martial, Simple

Gaze — In humanoid form, a ghaele's gaze attack slays evil creatures of 5 HD or less (range 60 feet, Will DC 18 negates, shaken for 2d10 rounds on a successful save). Nonevil creatures, and evil creatures with more than 5 HD, must succeed on a DC 18 Will save or be shaken for 2d10 rounds. A creature that saves against a ghaele's gaze is immune to that particular ghaele's gaze for 24 hours. This is a mind-affecting fear effect. The save DCs are Charisma-based.

Light Form — A ghaele can shift between its solid body and one made of light as a standard 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 or use spell-like abilities in this form, but can't make physical attacks or cast spells. This ability otherwise functions similarly to a bralani's wind form ability.

Combat Casting from Feat

<p class="stat-block-1"> You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.</p>

Combat Expertise from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by &ndash;1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.</p>

Dodge from Feat

<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>

Improved Disarm from Feat

<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Improved Trip from Feat

<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. </p>

Lightning Reflexes from Feat

<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>

Diplomacy +19, Escape Artist +17, Fly +25, Handle Animal +19, Knowledge (nature) +16, Knowledge (planes) +19, Perception +20, Sense Motive +20, Stealth +17

spell-like abilities:
Constant—Detect Evil, Constant—Holy Aura, Constant—See Invisibility, At will—Aid, At will—Charm Monster, At will—Continual Flame, At will—Cure Light Wounds, At will—Dancing Lights, At will—Detect Thoughts, At will—Disguise Self, At will—Dispel Magic, At will—Hold Monster, At will—Invisibility, Greater, At will—Major Image, At will—Teleport, Greater, 3/day—Globe Of Invulnerability, 1/day—Chain Lightning, 1/day—Prismatic Spray, 1/day—Wall Of Force
spells prepared:
7th—Holy Word, 6th—Banishment, 6th—Heal, 5th—Flame Strike, 5th—Raise Dead, 5th—True Seeing, 4th—Death Ward, 4th—Dismissal, 4th—Divine Power, 4th—Restoration, 3rd—Cure Serious Wounds, 3rd—Searing Light, 2nd—Aid, 2nd—Align Weapon, 2nd—Bear's Endurance, 2nd—Restoration, Lesser, 1st—Bless, 1st—Command, 1st—Divine Favor, 1st—Obscuring Mist, 1st—Shield Of Faith, At will—Detect Magic, At will—Purify Food And Drink, At will—Stabilize, At will—Virtue
Details
Type
Outsider
Alignment
CG
Size
Medium
Environment
any (Elysium)
Organization
solitary, pair, or squad (3-6)
Treasure
triple (+2 holy greatsword)
Senses
darkvision 60 ft., detect evil, low-light vision, see invisibility; Perception +20
Languages
Celestial, Draconic, Infernal; truespeech
Source
Bestiary
Source

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
51 House/Core

This entry is Open Game Content. TheCrazyGM is an open library and a Forge for building — and publishing — your own.

How publishing works Browse worlds
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.