Herald, Hand of the InheritorThis tall angel has a halo of spinning blades, and is clad is radiant golden armor and equally radiant shield.Hand of the Inheritor CR 15Source Inner Sea Gods pg. 292, Pathfinder #26: The Sixfold Trial pg. 86 XP 51,200 LG Large outsider (angel, extraplanar, good, herald, lawful) Init +9; Senses darkvision 60 ft., low-light vision; Perception +28 Aura courage, protective aura (20 ft.)DefenseAC 32, touch 14, flat-footed 27 (+5 Dex, +14 natural, +4 shield, –1 size; +4 deflection vs. evil) hp 207 (18d10+108); regeneration 10 (evil effects or weapons) Fort +17, Ref +16, Will +13; +4 vs. poison, +4 resistance vs. evil DR 10/evil; Immune acid, cold, fear, petrification; Resist electricity 10, fire 10; SR 26OffenseSpeed 50 ft., fly 150 ft. (good) Melee +2 holy longsword +23/+18/+13/+8 (2d6+9/19–20), +2/+2 heavy steel shield +27 (1d6+5 plus bull rush) Space 10 ft., Reach 10 ft. Spell-Like Abilities (CL 18th; concentration +24) At will—aid, detect evil, dispel magic, lesser restoration, magic weapon, plane shift (DC 23), remove fear 3/day—bull’s strength, burst of glory, cure moderate wounds, flame strike (DC 21), holy smite (DC 20), mark of justice (DC 21), order’s wrath (DC 20), power word stun, prayer, raise dead, resist energy, see invisibility 1/day—blade barrier (DC 22), death ward, dispel evil (DC 21), greater magic weapon, greater restoration, healStatisticsStr 25, Dex 21, Con 22, Int 22, Wis 24, Cha 23 Base Atk +18; CMB +26; CMD 41 Feats Cleave, Improved Initiative, Improved Shield Bash, Power Attack, Shield Master, Shield Slam, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Focus (heavy shield) Skills Craft (weapons) +27, Diplomacy +15, Fly +6, Heal +16, Intimidate +27, Knowledge (arcana) +24, Knowledge (history) +24, Knowledge (nobility) +27, Knowledge (planes) +27, Knowledge (religion) +27, Perception +28, Sense Motive +28, Spellcraft +27, Swim +24 Languages Celestial, Common, Draconic, Infernal; truespeech SQ divine trigger, lay on hands (15/day, 9d6 hit points, as an 18th-level paladin)EcologyEnvironment any (Heaven) Organization solitary or squad (the Hand plus 2–5 astral devas) Treasure double (+2 holy longsword, +2 heavy steel shield)Special AbilitiesAura of Courage (Su) The Hand of the Inheritor radiates an aura of courage identical to that of an 18th-level paladin.
Divine Trigger (Su) The Hand of the Inheritor can activate any paladin spell from a spell trigger item as if he were an 18thlevel paladin.DescriptionThe Hand of the Inheritor is a warrior angel, always ready to answer Iomedae’s call whenever she must directly intervene on Golarion. With his angelic speed and might, he leads the charge when the Inheritor’s celestial armies must go to war. A veteran of countless sorties into the Abyss, the Hand fights with a song of battle on his lips and unbreakable courage in his heart. The Hand stands 9 feet tall and weighs 900 pounds.Creatures in "Herald" CategorySource Inner Sea Gods pg. 274 Heralds are a special class of unique, godly servants. With few exceptions, each of Golarion’s deities has its own herald, a favored minion that serves as a messenger and emissary throughout the planes. Creatures of myth, the heralds’ interventions on the Material Plane mark lives and are events of legend.
Heralds are unique outsiders of approximately CR 15 with 18 or fewer Hit Dice, making them available for summons via greater planar ally. Only a deity’s worshipers can summon its herald; thus, even the most powerful worshiper of Sarenrae can never summon the herald of Iomedae. In addition, only divine spellcasters can summon heralds, preventing arcane casters and spells like planar binding from effectively calling upon such beings. Even if a character proves powerful enough to call out to a herald, a deity has the final say in whether or not its emissary answers a worshiper’s summons, granting its herald’s service only to followers in the most extreme need or whose acts directly further its will.
Herald Subtype: Heralds are unique representatives of their respective gods and sometimes have a specific outsider subtype such as “devil” or “psychopomp” that grants it additional abilities. A herald has the following traits. - Always Armed (Su) Heralds can summon their signature weapon as a standard action. If its herald doesn’t have a signature weapon, it can summon any nonmagical weapon as a standard action (including adamantine, etc.); the weapon disappears if it leaves the herald’s grasp.
- Emissary (Ex) Heralds can always be summoned by the faithful using greater planar ally or gate, regardless of limitations of that spell, even if it’s not an outsider.
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