Library / Bestiary

Peri

CR 14.00 Outsider NG Medium
This beautiful albino woman is wreathed in wings of brilliant flame.

Peris are a race of celestials native to the good-aligned Outer Planes, but they are also often found in the company of mortals on the Material Plane. Believed to be the descendants of fallen angels, peris do penance for their ancestors' sins before they can earn a place in paradise. As a result, peris work tirelessly to aid and support good heroes of the mortal realms in a never-ending battle against evil.

Peris hate the evil fiends known as divs, who constantly seek to ruin the good works of mortals. Peris often work to repair damage wrought by the destructive divs. For their part, the divs take great pleasure in tormenting and persecuting peris, locking the fiery-winged celestials in cages of cold iron and endlessly torturing them.

STR
22
DEX
24
CON
19
INT
21
WIS
19
CHA
26
HP
180 (19d10+76)
AC
30, touch 18, flat-footed 22 (+7 Dex, +1 dodge, +12 natural)
Speed
30 ft., fly 90 ft. (good)
Init
+7
Melee
+2 flaming burst scimitar +27/+22/+17/+12 (1d6+11/18-20 plus 1d6 fire), 2 wings +20 (1d6+3 plus burn)
BAB
+19
CMB
+25 (+27 disarm)
CMD
43 (45 disarm)
Fort
+12
Ref
+18
Will
+17
DR
10/cold iron and evil
SR
25

Weapons: Martial, Simple

burn (2d6, DC 23)

Whirlwind Dance — Once per day as a full-round action, a peri can spin in an ever-faster, whirling dance, transforming itself into a spinning vortex of flame 10 to 40 feet high for up to 9 rounds. This ability functions as the whirlwind ability (DC 26 Reflex save), but any creature that comes in contact with the whirlwind or is caught inside it takes 2d6+6 points of fire damage and is subject to the peri's burn special attack. The save DC is Dexterity-based.

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>

Combat Reflexes from Feat

<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</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>

Great Fortitude from Feat

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

Iron Will from Feat

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

Mobility from Feat

<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (&ndash;50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by &ndash;1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>

Spring Attack from Feat

<p class="stat-block-1"> As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.</p>

Whirlwind Attack from Feat

<p class="stat-block-1"> When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.</p><p class="stat-block-2">When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.</p>

Acrobatics +29, Diplomacy +30, Fly +33, Heal +23, Knowledge (planes) +27, Knowledge (religion) +24, Perception +26, Perform (any one) +30, Sense Motive +26, Spellcraft +27, Stealth +29

spell-like abilities:
Constant—Fire Shield, At will—Aid, At will—Pyrotechnics, At will—Scorching Ray, 3/day—Fireball, 3/day—Flame Strike, 3/day—Wall Of Fire
Details
Type
Outsider
Alignment
NG
Size
Medium
Environment
any good-aligned plane
Organization
solitary or pair
Treasure
triple (+2 flaming burst scimitar, other treasure)
Senses
darkvision 60 ft., low-light vision, smoke sight; Perception +26
Languages
Celestial, Common, Draconic, Elven, Ignan; telepathy 100 ft.
Source
Bestiary 3
Sources Used in This Record
17 House/Core
  • Uses feat: Combat Expertise (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Dodge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Great Fortitude (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Disarm (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Mobility (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Spring Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Whirlwind Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Fire Shield (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Aid (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Pyrotechnics (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Scorching Ray (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Fireball (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Flame Strike (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Wall Of Fire (Spell)
    House/Core — covered by the site's Section 15.
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.