Azata, Ghaele
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.
- 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, Combat Expertise, Dodge, Improved Disarm, Improved Initiative, Improved Trip, Lightning Reflexes
<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>
<p class="stat-block-1"> You can choose to take a –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 –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>
<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>
<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>
<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>
<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
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Uses feat: Combat Casting (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Expertise (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Disarm (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Trip (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Detect Evil (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Holy Aura (Spell)House/Core — covered by the site's Section 15.
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Knows spell: See Invisibility (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Aid (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Charm Monster (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Continual Flame (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Cure Light Wounds (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dancing Lights (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Thoughts (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Disguise Self (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dispel Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Hold Monster (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Invisibility, Greater (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Major Image (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Teleport, Greater (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Globe Of Invulnerability (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Chain Lightning (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Prismatic Spray (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Wall Of Force (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Holy Word (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Banishment (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Heal (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Flame Strike (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Raise Dead (Spell)House/Core — covered by the site's Section 15.
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Knows spell: True Seeing (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Death Ward (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dismissal (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Divine Power (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Restoration (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Cure Serious Wounds (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Searing Light (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Aid (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Align Weapon (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Bear's Endurance (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Restoration, Lesser (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Bless (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Command (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Divine Favor (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Obscuring Mist (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Shield Of Faith (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Purify Food And Drink (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Stabilize (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Virtue (Spell)House/Core — covered by the site's Section 15.
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