An Overview of the Fairy Folk

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What follows is an attempt to depict the Fairy Folk in a way more consistent with the original folklore.  Those who are familiar only with the highly sanitized, post-Victorian depictions of Fairies may be surprised by certain characteristics of the Fairy Folk presented below, particularly their close association with ghosts and ancient earthworks.  Nonetheless, such associations are a vital part of the actual lore.

Regarding The Fairy Folk

The Fairy Folk inhabit the Isles of the Otherworld, mystical lands of deep forests, enchanted fields, inspiring mountains, and cities made of glass. There they dwell with the Honored Ancestors, the souls of those mortals who lived without regard for Heaven‘s Virtues, or Hell‘s Vices, and who neither joined with the madness of Chaos, nor willingly submitted to the pitiless Cosmic Archons. The mundane entrances to the Otherworld are mostly underground, within certain ancient barrows, mounds, and hills. Other gates to the Fairy Folks’ realm exits in the heart of virgin woods, far out to sea, and even in the middle of unspoiled meadows thick with wild flowers. Some are even found in the midst of ancient tombs and overgrown burial grounds.

Fairy Folk can assume almost any size and form they like, from tiny to huge. While some prefer to look like extraordinarily beautiful people, other will freely mix human, animal and even plant features in bizarre and fanciful combinations. Example of fanciful features often seen on Fairy Folk include:

  • Skin colored green, blue, pure white, or silver; glowing, or of a cadaverous complexion; perhaps even covered with writing.
  • Clothing made of flowers or leaves, or crafted from of gold or silver; armor made of glass; multicolored furs in seemingly impossible hues; clothing that constantly changes shape; a large flower worn as a hat or crown; a shield seemingly made from a giant chestnut burr; or even a living animal worn as a garment!
  • The head of abird, cat, fox, frog, toad, or donkey; horns, antlers, or antennae growing from the forehead; or even foliage or flowers for hair.
  • Ears like a donkey, fox, or cat.
  • Wings like a dragonfly’s, butterfly’s, moth’s, or bird’s; or even enormous leaves or flower petals in the place of wings.
  • The Legs of a goat, grasshopper, deer, bird, frog or toad; or perhaps tree trunks where legs might be.
  • Feet that are hooves, talons, cat’s paws, or even plant-like roots.
  • A tail like a horse’s, dog’s, bird’s, or salamander’s

When Fairy Folk dwell in the mundane world, they prefer structures or areas that are round. They will live in the midst of mushroom rings, in circular caves, or on a round island. Because the Good People can freely change their size, their mundane homes can range from tiny to gigantic in size. The Fairy Folk even build round forts, that seem to lack towers or interior buildings, but whose walls are crafted of a single, unbroken stone, or of separate stones melted together. Such Fairy Forts tend to be atop hills or artificial mounds. Fairy Folk tend to stay Invisible while in their mundane dwellings, so ordinary men must take care not to inadvertently offend the Good Folk when close to places where they may be hiding.

As in all spiritual realms, time flows differently in the Otherworld. A a year in the mundane world is but a day in the Otherworld. Consequently, The Fairy Folk seem utterly unconcerned about about the things that occupy the minds of ordinary men. Instead, the Fairy Folk indulge in song, dance, love-play and duels, estimating a perfect performance on the pipes to be infinitely more important than the rise or fall of a mundane empire.

Fairy Folk are of true Neutral Alignment. An encounter with them can range from delightful to terrifying, depending upon the character of the mortals involved. Kindly intentions are repaid with boons; malice is returned with curses. An innocent maiden may have a wonderful time with the same Fairy who who seems capriciously vicious in the presence of a greedy financier. Mortals who ascribe pure malevolence or incorrigible inconstancy to the Fairy Folk merely describe the mirror image of their own true natures.

Many mundane races refer to the Fairy Folk only with reverential titles such as the “Good People”, the “Gentry”, or the “Fair Ones.” Sometimes they are known as the “People of the Hills”, referring to the “Hollow Hills” that contain doorways to the Otherworld. The Fairy Folk are even said by some men to be the spirits of their own ancient ancestors, grown strong through the reverence of ordinary people. Those mortals who claim to speak for Heaven say the Fairy Folk are fallen Angels who were not wicked enough to be flung into Hell. Diabolists, on the other hand, have been heard to say that the Fairy Folk are former Devils who deserted Hell’s cause. The mad cultists that summon Demons from the Outer Darkness often whisper that the Fairy Folk hide a dark secret regarding their true origins, without ever indicating what that secret may be. The Astrologers who interpret the will of the Cosmic Archons are strangely silent regarding the Fairy Folk, however

It is said that certain Fairy Folk owe a yearly ransom of souls to Hell. There are conflicting stories regarding why this may be. These explanations range from the aforementioned possible identity of the Fairy Folk as former Devils, to the souls being used as a bribe to forestall an invasion of Devils into the Otherworld. Certainly, Fairy Folk hate actual Devils, and will seek to harm or hinder any that they catch alone.

Of all spirits, the Fairy Folk are closest to the mundane world. Unlike the the Archangels who are pinned to Heaven by their perfect Virtues, the Archdevils who are bound in Hell by their Vices, the Demon Princes who are imprisoned in the Outer Darkness by their madness, or the Supreme Archons who cannot bear to confront the disorder of the mundane world, even the godlike Kings and Queens of the Fairy Folk can roam amongst ordinary men. Nonetheless, the Fairy Folk are more likely to be seen (wandering the fields, carousing in the woods, or dancing with the dead in lonely graveyards) on the days that marks the four quarters of the year.

Unlike other kinds of spirits, Fairy Folk have bodies cognate to those of mundane creatures, albeit of a finer substance. They are born, live for an age, and even seem to die. Fairy Folk appear to eat, sleep, breathe, and make love like mortals. Their bodies do not decline with age, however, nor are they subject to disease. Although they suffer mortality, immediately after death the minds of Fairy Folk reincarnate into new bodies, with no loss of consciousness. Fairy Folk thus have no fear of death, regarding it merely as a refreshing change. A Fairy can remember her previous life easily, but the further back the memories go, the hazier the actual memory becomes. When Fairies are born without the ability to speak, it indicates that the Fairy has never lived before. Such Fairy Folk may be left as Changelings in mortal households. (Some Changelings, however, are actually old Fairy Folk who have decided to live out their days in the care of humans.)

Fairy Folk are fascinated by humans. Certain Fairy Folk may secretly aid good-hearted humans in ordinary household tasks. Others find themselves irresistibly drawn to the idea of taking a human lover. The Fairy Folk covet human children, sometimes abducting them to the Otherworld (where they said to be treated to lives of ease and joy). Likewise, particularly beautiful or talented adults may be spirited away to a palace in the Otherworld. Evil humans also draw the attention of the Fairy Folk, who become overwhelmed with the desire to perform malicious, and sometimes deadly, pranks on such people. It is those evil folk who will be given over to the Devils.

It is speculated that the mundane races that Humans call Elves, Dwarves, Gnomes and Halflings are not truly separate races, but actually the descendants of ancient Humans who married Fairy Folk. Therefore, the mundane race of Elves are not true Fairy Elves, but rather Elf-Men. The same with the so-called Dwarves, Gnomes and Halflings. On that account those races are sometimes termed “Demi-Humans”.

Fairy Folk have a noted preference for Druid, Bards, and Illusionists. Conversely, they have a manifest dislike for Clerics, and all the trappings of human religions.

Fairy Folk prefer to travel in perfectly straight lines from one place to another. They will go so far as to become partially Ethereal in order to walk through an object or person! The paths the Fairy Folk travel are said to be impregnated with mystic force. Some sages have even attempted to map the known Fairy Paths, and thereby uncover the locations of all the secret entrances to the Otherworld. Such bold scholars tend to disappear suddenly and unaccountably.

The Fairy Courts

The Fairy Folk organize themselves into several Courts, each headed by a King and Queen. Membership in a Court is completely voluntary, and many of the Fairy Folk belong to several Courts simultaneously.

Known Fairy Courts include:

  • The Seelie Court – Fairies who enjoy helping people
  • The Unseelie Court – Fairies who enjoy playing pranks and mischief on people
  • The Court of the Dead – Fairies who herald the coming of Death, and accompany the Honored Ancestors.
  • The Trooping Court – Fairies who enjoy long processions through the countryside. Most of the Trooping Fairies are also members of the Seelie Court.
  • The Solitary Court – Fairies who live primarily alone, and often enjoy hindering mortals in some way. Many of the Solitary Fairies are also members of the Unseelie Court.
  • The Domestic Court – Fairies who enjoy living around people and helping with domestic tasks.
  • Various National and Geographical Courts – Fairies who live in, or particularly love, a certain national or geographical area.
  • The Courts of Spring, Summer, Autumn & Winter – Fairies who particularly enjoy or are primarily active during a particular season.
  • The Court of Love – Fairies who engage in romances with humans, and regard themselves as the final arbiters in all matters of love.

Another famous gathering of the Fairy Folk is the feared Wild Hunt, which is not properly a Court (since it lacks a King and Queen), but rather a kind of pastime. A Wild Hunt will be called by a powerful Fairy (often a King or Queen of an actual Court), who will decide to start chasing either wicked humans, or some monster. Along the way the Hunt will be joined by other Fairy Folk, Fey, and even certain Undead and Demons! While most Wild Hunts break up at dawn, there are tales of Hunts that have continued for several weeks.

All Fairy Folk share the following Special Characteristics:

Extraplaner Type: True Fairy Folk are native to the Otherworld, and thus are Extraplaner. They are subject to all magic that affects Extraplaner creatures. (Creatures with the Fey type are closely related to the true Fairy Folk, but are native to the mundane world.) Fairy Folk who become Changelings, however, lose the Extraplaner type and become Fey.

Fairy Magic: All Fairy Folk can perform the following spell-like Abilities at will, but no more than one per round: Enlarge/Diminish (to any size between 1 inch and 12 feet tall), Improved Invisibility, Pass Without Trace, and Dancing Lights. A Fairy can Polymorph into the form of any humanoid, plant, or animal between 1 inch and 12 feet tall, or create new forms that combine humanoid, plant, and animal features. All Fairy Folk can become Ethereal at will.

Fairy Glamor: All Fairy Folk can create one Illusion-type effect. This can range in power from Ghost Sound to Programmed Image.

Fairy Trickery: Every Fairy can use one spell-like ability that can be used to mysteriously move objects, or allow the Fairy to appear unexpectedly. Dimension Door, Fly, Levitate, Teleport, Transport Via Plants, and Time Stop are all possible examples of Fairy Trickery.

Fairy Boon: Every Fairy can bestow a single magical benefit upon mortals that please her, or fulfill certain special obligations. Fairy boons can range from Cure Serious Wounds to Resurrection.

Fairy Curse: Fairy Folk who are angered can inflict a particular curse upon adversaries. The exact curse varies from Fairy to Fairy. Typical Fairy Curses curses include effects similar to Bestow Curse, Blindness, Sleep, and Polymorph Other.

Fairy Immunities: Fairy Folk are Immune to disease, ordinary poisons, or magic that influences minds or perceptions.

Fairy Sight: Fairy Folk can see regardless of illumination, and with constant True Seeing.

Magic or Iron Weapons To Hit: Fairy Folk cannot be harmed by most ordinary weapons.

Weakness to Iron: Fairy Folk hate pure, unalloyed iron. Their own weapons are never made of true iron, or even steel. Even non-magical weapons of pure iron (but not steel) strike Fairy Folk with a +1 on both the to-hit and damage rolls. Even in an Ethereal state, Fairy Folk cannot pass a barrier of solid, pure iron.

Aversion To Salt: Pure, crystalline salt (but not brine or salty liquids) is disgusting to Fairy Folk. While it doesn’t actually damage them, they will avoid it whenever possible.

Mysterious Ban: In addition to their weakness to iron and aversion to salt, every Fairy has one single item they can never touch, action they cannot abide, or action they must always perform. Examples include never being able to touch a blue item, never being able to hear their own name, or having always to wear a golden necklace. If Fairy Folk are tricked or forced into violating their Bans they temporarily lose all their special powers, and are forced to flee to the Otherworld, until the next quarter of the year. If a Fairy is somehow tricked into violating their Ban while in the Otherworld itself, they simply lose their special powers for the remainder of the quarter.

Undead Affinity: No Undead creature, of any Alignment, can ever harm one of the Fairy Folk by any means. Fairy Folk are completely immune to physical attacks, level draining, spells or spell-like effects, or any other attack or effect from Undead sources. Unintelligent Undead who are commanded to harm Fairy Folk will simply not move. Intelligent Undead of any Alignment will be positively inclined towards any Fairy Folk in their presence, and will refuse any attempt to make them act otherwise. This peculiar fact has convinced certain Sages that the Fairy Folk are actually the transformed souls of an ancient race of men.

Note: The Good Folk are not monsters to be simply killed or defeated in combat. Players who treat them that way deserve to have their PCs be subjected to all manner of mischief on an ongoing basis.

Individual writeup for Fairy Bugaboos, Workmen, Lovers, Warriors, Tricksters, Witches, and Performers, as well as the for common Hill Fairies, are all upcoming.

The Warrior Angel

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Presenting the Warrior Angels, the final choir in my translation of the Heavenly Host. Inspired by the legends and iconography of the Archangel Michael, as well as the biblical story of the angel that wrestled with Jacob, a Warrior Angel would make the perfect patron for a campaign’s Paladin.

WARRIOR ANGEL

NO. ENCOUNTERED: 1
SIZE: Large (9′ Tall)
HD: 16 (d8)
MOVE: 60′, 120′ (fly)
AC: 27
ATTACKS: 3 Weapon (usually 1d12+6)
SPECIAL: Magic Weapons To Hit, Deepvision, Electricity Resistance (Full), Immune to Poison and Emotion-affecting Magic, Great Strength, Skilled Grappler, Debilitating Touch, Change True Name, Virtue of Patience, Covenant of Patience, Spell Resistance 17, Spell-like Abilities
SAVES: M+P
INT: Genius
ALIGNMENT: Lawful Good
TYPE: Extraplaner
TREASURE: 16
XP: 22,200+16

The Warrior Angels are the knights and commanders of the Heavenly Hosts. Individually, they battle the worst monsters of Creation, and fight ceaselessly to prevent the mundane world from being overrun by the powers of Evil. The are the bravest of Angels, who consider only the importance of their mission and are perfectly willing to be destroyed in the service of righteousness. Fittingly, they are the especial patrons of most Paladins, serving as models of absolute devotion and courage.

Warrior Angels in their natural form resemble well-built men and woman dressed in the armor typical of ancient heroes, and wielding a spear and type of sword associated with an long-gone empire. They often wear helmets of similarly ancient design, and bear shields emblazoned with holy symbols. A Warrior Angel possesses a pair of great, eagle-like wings. The head of the Angel is constantly surrounded by a nimbus of golden light, which persists even if one wears a helmet. Warrior Angels will often assume human form, appearing as a noble Knight or Dame on a white horse.

Warrior Angels often lead groups of Guardian Angels into battle. The duties of the Warrior Angels may seem to overlap those of the Cherubim and Angels of Death somewhat, but the primary function of Warrior Angels is not guarding holy places or executing heavenly judgment on mortal men, but rather fighting abominations and preventing injustice. It is said nonetheless that the souls of particularly brave and righteous warriors will be personally escorted to Heaven by Warrior Angels, rather than an Angel of Death.

The animosity between the Warrior Angels and the Wrath Devils is intense, exceeding that between any other types of Angels and Devils. While Wrath Devils will attack Warrior Angels on sight, Warrior Angels are possessed of the Virtue of Patience, and will pick the best time to engage their damned counterparts. It is said that not only are the Wrath Devils the fallen form of the Warrior Angels, but that the Warrior Archangel personally banished from Heaven the draconic Destroyer who is the Marshall of Hell.

Warrior Angels are often assigned to specific geographical areas of the mundane world, where they both personally engage in combat with supernatural terrors and aid mortals in battling more ordinary monsters. Perhaps because of the dragon-like form of the Destroyer, the Warrior Angels bear great enmity towards evil dragons. Warrior Angels are particularly fond of the human race, and consider themselves humanity’s special protectors. They share this love with the Angels of Mercy, which explains the otherwise surprising fondness that the two choirs feel for each other.

Warrior Angels are also especially concerned with eradicating the practice of human sacrifice. They have been known to actually invisibly hold the arm of anyone (or anything) attempting to commit such an abomination. Often, such vile people and monsters are protected by Diabolical and Demonic forces, so the battle to end the horrible practice continues on both the mundane and spiritual planes.

Combat: Warrior Angels are masters of melee combat, so skilled with their weapons that they can strike three times in a single round. Both their spear and their sword are equivalent to +2 magical weapons. Against opponents of Good or even Neutral alignment, the Warrior Angels will usually use grappling attacks, however. Evil opponents, on the other hand, can expect to suffer the full range of the Angel’s abilities. Typically, the Warrior Angel will use Control Weather to create a storm, and then Call Lighting down upon the wicked. The angel will then swoop down to attack with their spear or sword, alternating melee attacks with lightning or Flame Strikes.

Great Strength: All Warrior Angels have an effective Strength score of 20, adding a +4 bonus to all to-hit and damage rolls, as well as to all relevant SEIGE checks and saving throws.

Skilled Grappler: Warrior Angels are skilled wrestlers, and add a +4 bonus to grappling checks. This bonus is in addition to the bonus for their Great Strength, so the total bonus is +8 under ordinary circumstances.

Debilitating Touch: In lieu of their standard attacks, Warrior Angels can attempt to dislocate the joints in one of their opponent’s limbs. The Angel makes a normal attack roll against an opponent. The victim must save versus Constitution (Challenge Level 16) or suffer permanently numbness and loss of function in the affected area. Roll a d4 to find the affected limb:

1 – Thigh: Character will walk with a limp, reducing AC by 2 points and reducing movement rate by 50%.

2- Hand: Character loses use of the hand, destroying the ability to hold a weapon in the affected hand, or use spells with somatic components. A shield could still be strapped to the arm, however.

3- Arm: Character loses use of an entire arm. The character loses the ability to cast spells with somatic components.

4- Torso: The character can no longer turn or bend at the waist, eliminating all bonus to AC due to dexterity, and further reducing AC by 4 points. The character cannot bend down, although they can sit.

The paralysis can be removed by the standard spells and effects.

Change True Name: Warrior Angels possess the unique ability to change the True Name of a willing creature. Such a change renders useless any magic that employs the character’s former True Name against him.

Virtue of Patience: Warrior Angels possess the Virtue of Patience, and the presence of one within 100′ automatically dispels all Haste spells, as well as magically-induced confusion, rage, or madness. This includes similar effects created by extraplaner beings, especially Wrath Devils.

Covenant of Patience: Characters who impress a Warrior Angel with their bravery and commitment to righteousness can enter into a Covenant of Patience. In return for pledging to serve Heaven, a character in a Covenant of Patience receives constant Protection Against Evil (as the spell), and becomes immune to magically induced Fear (including such things as Fear auras), Hasting, Slowing, or Entanglement. Every night thereafter the character will receive a dream directing them to perform some service during the day. The objects of such services will usually be obscure, and will therefore test the character’s patience. For instance, a character may be told to visit the far side of town, count how many people wearing orange tights enter a particular house, and then write that number on a wall near the city gate. Failure to perform Heaven’s directives, no matter how apparently ridiculous, will result in the cancellation of the Covenant of Patience.

Spell-Like Abilities: One at a time, at will: Aid, Call Lightning, Consecrate, Control Weather, Cure Serious Wounds, Dispel Magic, Dream, Flame Strike (16d6), Neutralize Poison, Protection Against Evil (on another), Sending. In common with all Angels, a Warrior Angel can also use Improved Invisibility, Know Alignment, create Light, Polymorph Self, perform feats of Prestidigitation, and Teleport Without Error, all at will. They can roam the Ethereal and Astral planes; speak, write and and understand all forms of communication; and can see perfectly regardless of illumination. Once a day a Warrior Angel can Summon either another of it’s kind, or a pair of Guardian Angels (none of which will be able to Summon more Angels). All spell-like abilities have an effective caster Level of 16.

Immune To Electricity: Like all Angels, a Warrior Angel cannot be harmed by Lightning or Electricity.

The Seraphim: Most Exalted of Angels

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Todays Angelic Choir are the Seraphim, the highest of Angels. Even the ordinary kind of Seraph is something to make Demon Princes tremble. Although they almost never visit the mundane world, the Seraphim are among the most powerful patrons of Good.

SERAPH

NO. ENCOUNTERED: 1
SIZE: Large (15′ Tall)
HD: 20 (d8)
MOVE: 120′ (fly)
AC: 30
ATTACKS: See below
SPECIAL: Magic Weapons To Hit, Deepvision, Electricity Resistance (Full), Fire Immunity (Full), Sonic Immunity (Full), Immune to Poison and Emotion-affecting Magic, Nimbus of Holy Light, Purifying Touch, Virtue of Humility, Covenant of Humility, Spell Resistance 17, Spell-like Abilities
SAVES: M+P
INT: Deific
ALIGNMENT: Lawful Good
TYPE: Extraplaner
TREASURE: 20
XP: 40850+20

A Seraph (the plural form is Seraphim) belongs to the most exalted choir of Angels, and will almost never be seen in the mundane world. Seraphim function as the personal advisers and ministers of the Lord of Hosts. Even the common Seraphim are too powerful to be ordinarily called by mortals. Only at the direct command of the Lord of Hosts do the Seraphim leave Heaven, and even then only for very short periods of time.

Very few mortals who have encountered a Seraph have actually seen them in their true form, because the Angels’ natural bodies shine so brightly they are nearly impossible to look at. Those few who have been able to behold them report that a Seraph seems to have two different forms. The first form is that of a 15 foot tall, human-like figure with six feathered wings, two of which are folded around the torso, two of which seem to hang down to cover the lower body, and two of which are used for flight. The second form is that of a serpentine creature seemingly made of solid light, with six bird-like wings that also seem to be made of light. In either form a Seraph radiates a searing white illumination, and never seems to actually touch the ground.

In either of its natural forms, a Seraph is always accompanied by a sound of high-pitched, droning music. Even when not actually addressing anyone, a Seraph will continually chant a of phrase of three repeated words that translates as “Holy, Holy, Holy”. Indeed, Seraphim communicate solely by song, imparting a melody to everything they say. Their voices are profound and echoing, unlike those possessed by any mundane creature.

Despite their exalted status, incredible power, and glorious appearance, the Seraphim are humble, utterly unselfish beings. In fact, their constant chant of “Holy, Holy, Holy” is a hymn of praise for the Lord of Hosts. Seraphim will accept no praise or honor for themselves, telling all who offer such to direct their gratitude and worship to the God whom the Seraphim serve.

It is said by many Sages that the Luminous Devils are former Seraphim who lost their Humility and became possessed by Pride. So exalted are the Seraphim, say these sages, that even in their fallen state the Luminous Devils retain a glimmer of their former angelic glory. Whatever the truth, Seraphim do seem to take a particular interest in undoing the schemes of the Luminous Devils, although they usually do so through intermediaries.

Some Sages also speculate regarding a possible connection between the Seraphim and the Couatls, as well as the Gold Dragons.

Combat: Seraphim do not engage in hand-to hand combat. In fact, their Nimbus of Holy Light makes it difficult for most creature to even get close enough to fight them with melee weapons. Anyone so stupid as to actually attack a Seraph will find that the Angel first teleports some distance away, and then unleashes a bombardment of fearsome spell-like abilities. Typically, the Seraph will then use Shout, or pronounce a Power Word, before moving onto creating a Fire Storm or Chain Lightning.

Nimbus of Holy Light: A Seraph in his natural form constantly radiates searing light with an effect equal to a perpetual Sunburst spell. Thus, any non-Angelic creature within 50′ must save versus Dexterity (challenge Level 20) or suffer 3d6 points of damage, and be permanently blinded. Those who Save avoid blindness, and suffer only half damage. Evil, or naturally nocturnal, creatures suffer double damage. Undead suffer 23d6 damage, and things like Vampires are instantly destroyed without a Saving Throw. The Angel always possesses this Nimbus of Holy Light when in either of his natural forms, but can also freely unleash or suppress it (in addition to another action for that round) when in any other shape as well.

Purifying Touch: The physical touch of any part of a Seraph’s body (in any form) has a differing effect, depending upon a being’s Alignment.

Good creatures will enjoy the benefits of Atonement (as the spell), be Healed (as the spell), and have all Levels ever lost to Energy Drain restored.

Neutral beings will be given the opportunity to change to Good alignment without penalty (as per the Redemption function of the Atonement spell). If they do not change to a Good Alignment on the spot they will be burned for 3d8 points of damage. If a formerly Neutral being ever changes back to Neutrality (or becomes Evil) after becoming Good in order to avoid damage, they will instantly suffer all damage they had avoided by their conversion.

Evil beings will be burned for 6d8 points of Holy Fire, and must thereafter save versus Constitution (challenge Level 20) each round or continue burning and suffer an additional 1d8 points of Holy fire damage. A successful save ends the burning. Even Evil beings normally immune to fire will suffer this damage, with the notable exception of Luminous Devils.

All effects are in addition to any damage sustained from simply being within the Seraph’s Nimbus of Holy Light.

Virtue of Humility: The mere presence of Seraph within 100 feet instantly undoes any magically created pomp or worldly power, disrupts any powers that command or influence minds, and causes Evil beings to suffer a -6 modifier to their Charisma scores. Magical items that manipulate perceived social status or power (such as a Rod of Rulership) are permanently disenchanted by proximity to a Seraph. There is no Saving Throw against any of these effects.

Covenant of Humility: Mortal beings who encounter a Seraph and swear to serve Heaven in whatever tasks may thereafter be given to them; to renounce all honors, noble titles, and positions of worldly power; to free any slaves or servants they own; to dress modestly and simply; and to live on no more than 1 gold piece a day (anonymously giving the remainder to Good causes); can enter into a Covenant of Humility. Those within such a Covenant thereafter enjoy constant protection against mental manipulation equal to a Mind Blank spell. In addition, any contract the character had with a Luminous Devil is rendered null and void. Anyone in a Covenant of Humility can expect to be frequently visited by Guardian or Herald Angels who will assign the character holy Quests. Failure to uphold one’s end of a Covenant of Humility, or attempting to pervert its benefits for selfish ends, may cause the character to be visited by an Angel of Death, however.

Spell-Like Abilities: One at a time, at will: Chain Lightning (20d6), Commune, Control Weather, Fire Storm (20d6), Flame Strike (20d6), Hallow, Holy Word, Lightning Bolt (20d6), Mass Suggestion, Power Word Blind, Power Word Kill, Power Word Stun, Shout, Wall of Fire, Wall of Force. Once per day they can raise a Meteor Swarm. In common with all Angels, a Seraph can also use Improved Invisibility, Know Alignment, create Light, Polymorph Self, perform feats of Prestidigitation, and Teleport Without Error, all at will. They can roam the Ethereal and Astral planes; speak, write and and understand all forms of communication; and can see perfectly regardless of illumination. Seven times a day a Seraph can Summon any other kind of Angel (none of which will be able to Summon more Angels). All spell-like abilities have an effective caster Level of 20.

Immune To Electricity: Like all Angels, a Seraph cannot be harmed by Lightning or Electricity. Additionally, they are immune to damage from Fire or Sound.

The Herald Angel

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Today’s inhabitants of Heaven are the Herald Angels, who deliver messages to the mundane world. They are also the last hope of those who foolishly entered into pacts with Devils, and need to find some way to avoid eternal damnation.

HERALD ANGEL

NO. ENCOUNTERED: 1-4
SIZE: Medium
HD: 9 (d8)
MOVE: 60′, 120′ (fly)
AC: 24
ATTACKS: 1 Trumpet Blast (see below)
SPECIAL: Magic Weapons To Hit, Deepvision, Electricity Resistance (Full), Immune to Poison and Emotion-affecting Magic, Sound Trumpet, Bardic Abilities, Incredible Charisma, Gift of Tongues, Virtue of Charity, Covenant of Charity, Immune To Sonic Magic, Spell Resistance 15, Spell-like Abilities
SAVES: M+P
INT: Genius
ALIGNMENT: Lawful Good
TYPE: Extraplaner
TREASURE:10
XP: 4700+9

When Heaven has important messages for the mundane world, the task of delivering them falls to the Herald Angels. From the initial revelations of new religions, to announcing the birth of future saints, The Herald Angels form a vital link between the material plane and spiritual powers of Good.

Physically, a Herald Angel’s natural form closely resembles an ordinary, albeit attractive, human. Their skin tone, hair, and eye colors can be any possible to humans. A nimbus of soft, golden light surrounds the being’s head, the physical manifestationt of the Virtue of Charity. Sprouting from the Angel’s back are a pair of slender, colorful wings shaped like those of a swallow or martin. Herald Angels tend to be garbed in rich, colorful robes. Each carries a long, silver trumpet, but no obvious weapon. When not in their natural form, Herald Angels prefer to appear as doves, or other non-predatory birds.

Herald Angels represent the clever side of Goodness. They prefer to trick and embarrass Evil people and creatures, letting them bring about their own downfall rather than fighting them directly. They are the authors of many schemes of salvation, often cooperating with Angels of Mercy to cause morally ambiguous people to perform righteous acts in spite of themselves!

It is said by many sages that the scheming Pact Devils who buy souls at lonely crossroads were once Herald Angels who became consumed by the vice of Greed. Herald Angels are known to take a particular interest in undoing the work of Pact Devils, going to far as to help those have damned themselves (by signing the Devil’s Black Book) to find tricky ways out of their contracts. Even more than the Pact Devils, however, the Herald Angels despise and oppose the Cosmic Archons who attempt to impose their pitiless law upon the mundane world. Most Angels dislike Arcane magic intensely, but Herald Angels will frequently ally themselves with good-aligned Wizards to order to subvert and undo the plans of the Archons. Although both Lawful and Good, Herald Angels stress that Goodness must inform the Law for the Law to be legitimate.

It is said that their sense of humor and love of tricks makes Herald Angels welcome in the Otherworld of the Fairy Folk. Certainly, Herald Angels seem to have more tolerance for the the morally ambivalent ways of the Fairy Folk than do other Angels.

Combat: Herald Angels never carry obvious weapons, and prefer not to engage opponents in actual combat. If attacked by determined opponents, Herald Angels will generally seek to first Teleport into the air (or another safe place), and sound their Trumpet. Even when combat starts, herald Angels will first employ their non-lethal abilities, escalating to deadly powers only when the enemy proves unwilling to cease hostilities. If the Herald Angel is fighting with non-angelic allies, they will forgo sounding their trumpet in order to use their bardic abilities to inspire their compatriots.

Sound Trumpet: A Herald Angel can sound their trumpet in a special manner once a round to create any of the following effects:

Shout – as the spell from a 9th Level caster. Affects all non-Angelic creatures in a 100′ radius.

Stun – for 1 round. Non-Angelic creatures in 100′ radius cannot move or act unless they make a Constitution Saving Throw (Challenge Level 9).

Raise Dead – as the spell cast by a 9th Level Cleric. Once per day.

Bardic Abilities: Herald Angels have all the Abilities of a 9th Level Bard, including the Ability to Exalt, use Legend Lore, Fascinate, and Exhort Greatness.

Incredible Charisma: Herald Angels have effective Charisma scores of 20, and enjoy a +4 bonus on all relevant Saving Throws or SIEGE checks.

Immune To Sonic Magic: In addition to the normal Angelic immunities to mind-affecting magic, Herald Angels are immune to the effects of any spell or spell-like ability manipulating sound, including such spells as Shout, and Silence. They are naturally immune to any of the effects from their own (or any other Herald Angel’s) trumpet.

Gift of Tongues: By touch, a Herald Angel can bestow the ability to speak and understand any language (as the per the spell Tongues). The Gift of Tongues lasts for a full week. Anyone with True Sight who views a person possessing the Gift of Tongues will see a small flame (like that of a candle) burning atop the gifted person’s head.

Virtue of Charity: The Presence of a Herald Angel within100 feet automatically undoes any magically-induced greed, reveal all magically or mundanely disguised treasures for what they really are, and causes rogues and thieves to glow (as the spell Faerie Fire).

Covenant of Charity: Herald Angels are willing to enter into Covenants with creatures willing to donate all their excess wealth to the poor. The petitioner must agree to keep only fund sufficient to maintain their own health and safety. In practice, this means living on no more than 5 silver pieces a day. All other treasure, wealth, and property must be given, or otherwise used, to benefit the lowest and poorest classes of the petitioner’s society. In return, the Angel bestows complete immunity to all illusions, and all mind or emotion affecting magic. Most interestingly, people within a Covenant of Charity can freely cheat any Infernal bargains. The recipient will get whatever benefit they seek, but the Devil’s terms (such as the loss of a soul, or a Geas to perform some evil act) become completely unenforceable. Naturally, anything obtained in this way must be used solely for the benefit of the less fortunate, or else the protection of the Covenant of Charity is voided. Anyone in a Covenant of Charity should naturally be aware that they are marked for death by the Pact Devils.

Spell-Like Abilities: One at a time, at will: Clairaudience, Clairvoyance, Detect Magic, Discern Lies, Detect Thoughts, Discern Location, Message, See Invisibility. Once per night they can send a Dream.

In common with all Angels, a Herald Angel can also use Improved Invisibility, Know Alignment, create Light, Polymorph Self, perform feats of Prestidigitation, and Teleport Without Error, all at will. They can roam the Ethereal and Astral planes; speak, write and and understand all forms of communication; and can see perfectly regardless of illumination. Once per day a Herald Angel can Summon either another Herald Angel, or a Guardian Angel (who, like all Summoned creatures, cannot Summon more Angels themselves), Unless otherwise noted, all spell-like abilities have an effective caster level of 9.

Immune To Electricity: Like all Angels, a Herald Angel cannot be harmed by Lightning or Electricity.

The Guardian Angel: Someone Watching Out For You!

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Presenting the regular Guardian Angels who watch over Good people, and form the bulk of the Hosts of Heaven. They make great secret patrons for parties of low-level, Good-aligned adventurers, particularly if they lack a Cleric.

GUARDIAN ANGEL

NO. ENCOUNTERED: 1-7
SIZE: Medium
HD: 7 (d8)
MOVE: 30′, 90′ (fly)
AC: 21
ATTACKS: 1 Weapon (+1)
SPECIAL: Magic Weapons To Hit, Deepvision, Electricity Resistance (Full), Immune to Poison and Emotion-affecting Magic, Battle Skill, Virtue of Faith, Alert to Evil, Encouraging Touch, Gift of Faith, Spell Resistance 7, Spell-like Abilities
SAVES: M+P
INT: Average to Superior
ALIGNMENT: Lawful Good
TYPE: Extraplaner
TREASURE: 7
XP: 1575+7

Guardian Angels are the most numerous type of Angel. Their natural forms resemble ordinary humans of either gender, and any ethnicity. The always appear to be dressed in pure white clothing of the type commonly worn by clergy, but each viewer will perceive the exact type differently, according to their native culture. For example, a knight from a feudal society may see the Guardian Angel wearing a long white robe, while a tribesman sees the Angel wearing a white loincloth. Surrounding the Angel’s head is nimbus of golden light. A Guardian Angel always bears some kind of weapon, which will always be typical of the nation or area where the Angel manifests. Thus, a Guardian Angel could bear anything from a staff to a sword, or even such things as a blowgun or stone axe! Like all Angels, however, Guardian Angels can actually appear in almost any form. They are fond of appearing like the most ordinary people, with no outward sign of supernatural power. Sometimes, they even disguise themselves in animal forms, particularly those of well-built guard dogs.

Many Guardian Angels appear to be mortals elevated to Angelic status after death. Such Angels retain the basic recognizable appearance they had in life, but without any physical blemishes, imperfections, or disabilities they once possessed. Other Guardian Angels seem to have always been Angels. Because time works in a strange and often non-linear fashion in the spiritual realms, some sages even claim that certain Guardian Angels are actually the future selves of righteous people who have not yet died!

As well as being the most common Angel, Guardian Angels are also the type most frequently dispatched to the mundane world. Very often a Guardian Angel’s mission will consist of Invisibly guarding a person from evil, and whispering encouragements to perform righteous deeds. Guardian Angels posses unique abilities to shield their charges from the most common types of wickedness and danger. These Angels frequently come into conflict with other spiritual beings, particularly Tormentor Devils and Possessor Demons. There are stories of people visited by both a Guardian Angel and Tormentor Devil, who would constantly whisper opposing advice and battle each other. Guardian Angels will also fight the Cosmic Archons on behalf of their wards, especially when the Archons determine that a righteous person must die or suffer before Heaven wants them to. Some sages speculate that every Good creature is, in fact, assigned a Guardian Angel, and that is is only due to the constant assault of other spiritual beings (and subsequent distraction or banishment of the Angel) that any Good person comes to harm.

Guardian Angels form the bulk of the Hosts of Heaven. While they posses their own Lords, armies of Guardian Angels are also often led by Warrior Angels in cosmic struggles against powerful forces of Evil. In fact, Guardian Angels stand ready to assist all the other choirs in the work of Heaven. When Guardian Angels are encountered with other Angels they will usually appear to be in a subservient role. The Guardian Angels are happy to further righteousness by whatever means they can, however, and do not resent their status. Neither do the other Choirs of Angels ever treat Guardian Angels with anything but respect and appreciation.

Some sages speculate concerning the exact relationship between Guardian Angels and Tormentor Devils. Guardian Angels are not known to claim any such relationship at all, which leaves the question of the Tormentor Devils’ origin unclear.

Combat: Guardian Angels are neither bellicose nor pacifistic, engaging in combat only when necessary, but always taking all steps necessary to eliminate enemies who refuse to surrender. They fight with finely made weapons, the exact type always being the one that is most typical of the cultural region where the Angel is currently manifested. If encountered in Heaven itself, Guardian Angels bear long swords. When they fight alongside mortals, Guardian Angels will typically use their special abilities to first protect and bolster the defenses of their allies, only thereafter committing themselves to combat.

Battle Skill: Their great fighting skill allows Guardian Angels to inflict an additional point of damage, regardless of the weapon used.

Alert to Evil: A Guardian Angel is instantly alerted whenever an Evil-aligned creature approaches within 100 feet. Invisibility offers Evil creatures no protection against this ability, although such spells (or spell-like powers) as Sequester or Mind Blank will defeat it.

Encouraging Touch: With a touch a Guardian Angel can Remove Fear (as the spell) from any Good-aligned creature.

Virtue of Faith: A Guardian Angel can Turn Undead as a 7th Level Good Cleric. Additionally, no Undead Creature (including such things as Dhampirs) can actually touch a Guardian Angel, voiding all attacks that require physical contact. The Guardian Angel can freely attack the Undead, however.

Gift of Faith: A Guardian Angel is able to bestow the ability to Turn Undead (as a 7th-level Cleric) upon any creature, regardless of Alignment. The creature so gifted only receives the ability to Turn or Destroy Undead – never to command them. The Gift lasts until the next sunrise. If a recipient of the Gift of Faith somehow manages to use it for Evil or purely selfish purposes, they can expect to be revisited by the Guardian Angel (who will be very angry). In extreme cases, those who abuse a Gift of Faith may even be targeted by an Angel of Death, or a Warrior Angel.

Spell-Like Abilities: One per round, at will: Detect Magic, Detect Poison, Endure Elements (on another), Message, Protection From Arrows (on another), Shield (on another). Seven times a day they can Cure Light Wounds. Once a night they can send a Dream. In common with all Angels, a Guardian Angel can also use Improved Invisibility, Know Alignment, create Light, Polymorph Self, perform feats of Prestidigitation, and Teleport Without Error, all at will. They can roam the Ethereal and Astral planes; speak, write and and understand all forms of communication; and can see perfectly regardless of illumination. Once a day, a Guardian Angel can Summon a fellow Guardian Angel (which, like all Summoned creatures, is not able to itself Summon another). All spell-like abilities have an effective caster level of 7.

Immune To Electricity: Like all Angels, a Guardian Angel cannot be harmed by Lightning or Electricity.

The Cherub: Four Faces of Righteousness

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Introducing the Cherubim. Don’t expect the flying fat babies of Baroque art, but terrifying guardians of holy figures and places. Their natural form is best described as “weird”. The stats are given not so the PCs might actually defeat a Cherub in combat, but merely to help define exactly how long it will take before the characters start crying and begging for Heaven’s pardon.

CHERUB

NO. ENCOUNTERED: 1-4
SIZE: Large (18′ Tall)
HD: 16 (d8)
MOVE: 100′ in all environments
AC: 26
ATTACKS: 4 Sword of Holy Flame (3d8+4, +3d6 Holy Fire [x 2 total damage vs. Evil])
SPECIAL: Magic Weapons To Hit, Deepvision, Elemental Immunity, Immune to Poison and Emotion-affecting Magic, Sword of Holy Flame, Nimbus of Holy Fire and Lightning, Total Perception, Awful Presence, Thunderous Tumult, Telepathic Bond, Virtue of Chastity, Covenant of Chastity, Spell Resistance 15, Spell-like Abilities
SAVES: M+P
INT: Genius
ALIGNMENT: Lawful Good
TYPE: Extraplaner
TREASURE: 16
XP: 30,400+16

A Cherub (the plural form is Cherubim) in its true shape is an awe-inspiring sight, standing fully18 feet tall. It is hard to look directly at the creature, however, because its body is surrounded by white flame from which small bolts of lightning seem to constantly erupt. The Angel has four faces: one like a bull, another like a man, the third like a lion, and the fourth like an eagle, all together on a single head. The being is capable of rotating its head completely, so any of the faces might be facing forward. The Angel’s body, arm, and legs are man-like, but the being usually shrouds its torso with one pair of large, eagle-like wings. A second pair of wings seems to be used for actual flight. The Angel’s feet are like a calf’s, with brazen hooves. The being’s body and wings are covered with eyes, of kinds resembling those of the creature’s four faces. In the Angel’s hand is a strange, flaming sword whose blade seems to be in constant motion, shifting back and forth into various jagged, zig-zag like configurations. Whenever the being moves, its wings make a sound like storm winds, crashing thunder and rushing water. Usually, however, a Cherub does not show its true form unless it wishes to impress a viewer. They often therefore assume the form of a robed human figure with four wings, although still holding a smaller form of their distinctive sword. Sometimes, a Cherub will even assume the form of a human child, with or without wings. The Angel’s natural voice is thunderous and overwhelming, but the being can modulate it to appropriate levels.

Cherubim are the guardians and sentinels of holy places, and the personal bodyguard of important figures in Heaven. They stand at the Gates of Pearl, as well as guard the various Gardens of the Blessed. They are frequently found in company with Chariot Angels, especially when Heaven’s rulers visit the mundane world. When encountered alone, they will be standing watch over some site of extreme holiness or importance. Unlike some other Angels, Cherubim never wander the mundane world. They always have some specific charge or purpose, from which they never move.

Those who have encountered Cherubim (and lived to tell) report that the Angels have a strange tendency to move only in straight lines. They will turn their faces or pivot their bodies, but will almost always move in perfectly straight lines from north to south or east to west, as if on a grid. Any Chariot Angels found in company with Cherubim will also move in precisely the same manner.

The Cherubim are the particular opponents of the Seducer Devils, who the Angels view as defilers of the holy temple of the body. It is thought by some that the Seducer Devils once were Cherubim themselves, who became victims of Lust and lost their place in Heaven.

Many Sages speculate regarding the relationship between Cherubim and such creatures as Lammasus, Shedus, and Androsphinxes. Naturally, information from the Cherubim themselves is not forthcoming, and Lammasus and Androsphinxes who are asked only smile and give no other indication. It is known that Lammasus have reportedly been seen serving Cherubs, but whether this indicates a shared heritage or some other kind of relationship remains obscure.

Combat: Engaging a Cherub in combat is extremely foolish for all but the most powerful beings. Merely seeing one in its true form will Stun most opponents into inaction, and simply being within melee range subjects opponents to terrible damage from the being’s Nimbus of Holy Fire and Lightning. A Cherub is capable of striking up to four times a round with its terrible Sword of Holy Flame. Worst of all, the Angel will also use its powerful spell-like Abilities to Slow opponents and subject them to a barrage of elemental damage (to which the Angel is itself immune). Cherubim will always Summon other powerful beings to combat, whether other Angels or Lamamsus. For most beings, the best combat tactic against a Cherub is to beg for mercy and swear to ever after devote one’s life to the cause of righteousness.

Sword of Holy Flame: A Cherub’s sword is a strange and terrible weapon, with a blade that not only constantly flames, but seems to be constantly changing from one jagged, lightning bolt-like shape to another. The Sword is magical +4 Holy Weapon (and confers this bonus upon the Cherub’s to-hit roll), that does does double damage (both for the blade and the fire) against Evil beings. At its natural size the sword does a base of 3d8 points of damage (+ 4 points for its enchantment, and an additional 3d6 points of Holy fire damage). If the Cherub is in a human form, however, it will shift the sword into a smaller size, with a base 1d8 damage (plus the magical bonuses). Any creature but a Cherub who attempts to wield this sword will be attacked by the blade itself, which will shift and twist to strike exactly as if wielded by a Cherub (four times a round as a 16 hit dice creature).

Total Perception: A Cherub enjoys constant True Seeing in all directions at once. Naturally, it is impossible to surprise the Angel.

Awful Presence: Any mundane creature (not Elemental or Extraplaner in type) who first beholds a Cherub’s true form must Save versus Charisma (Challenge Level 16) or be Stunned and unable to act for 1d6 rounds.

Nimbus of Holy Fire and Lightning: Any mundane creature standing within 60 feet of a Cherub in its natural form must save versus Constitution (Challenge Level 16) each round or receive 1d6 points of fire and lightning damage per round. This increases by 1d6 per every 10 feet nearer the mundane creature comes to the Angel, to a maximum of 6d6 points of fire damage per round for creatures within melee range. Evil-aligned or Undead creatures take double damage. Mundane creatures immune to either fire or lightning damage will still take full damage from the Nimbus, unless they are immune to both kinds of energy. A Cherub only possesses its Nimbus of Holy Fire and Lightning when in its natural form, and the Angel cannot make the Nimbus appear when the being is in a different shape.

Thunderous Tumult: When a Cherub flaps its wings, its creates a thunderous noise that overwhelms all other sound in 300′ radius. No creature that relies upon spoken communications can do so while the Cherub is creating its Thunderous Tumult. CKs should not allow players within 300′ of the Cherub to verbally coordinate actions during the Tumult, unless their characters can employ Telepathic means to do so.

Telepathic Bond: All Angels within 300 feet of a Cherub are automatically linked by a Telepathic Bond, as the spell. The Cherub can opt to include Good-aligned mortals in this Bond.

Virtue of Chastity: The presence of a Cherub within 300 feet automatically and permanently dispels all magical Charms and Suggestions, permanently dispels such spells as Sympathy and Antipathy, and destroys any effect that causes artificial desire. True, natural love and affections are not altered in nay way. A Cherub’s presence also prevents a Seducer Devil’s ability to Enter Dreams, and automatically forces such Devils into their true form (no Saving Throw).

Covenant of Chastity: A Cherub can grant a character total immunity from all mind and emotion affecting spells and spell-like effects, including such things as Charm, Suggestion, and Fear. In return the character is Geased to never engage in any intimate act outside of matrimony, or to tolerate such acts being committed. Characters in a Covenant of Chastity will be expected to disrupt brothels, expose celibate clergy who keep secret mistresses, and actively prevent acts of adultery. Naturally, such behavior is bound to bring the character no end of trouble. The sole exception to the need to actively enforce Chastity is when the apparently unchaste act is actually part of an Angel of Mercy’s unorthodox scheme of salvation. In that case, the person will hear a voice telling him not to disturb the proceedings. In addition, the Cherub will not tolerate evil acts being committed in the name of enforcing Chastity. Any character in a Covenant of Chastity should expect to be targeted not only by Seducer Devils, but also by any other supernatural power that promotes or enjoys unfettered intimate expression.

Spell-Like Abilities: One at a time, at will: Cone of Cold (10d6), Fireball (10d6), Gust of Wind, Lightning Bolt (10d6), Slow. Once per day they can perform each of the following: Ice Storm, Meteor Swarm, Wall of Fire, Wall of Force, Wall of Ice, Wall of Stone. In common with all Angels, a Cherub can also use Improved Invisibility, Know Alignment, create Light, Polymorph Self, perform feats of Prestidigitation, and Teleport Without Error, all at will. They can roam the Ethereal and Astral planes; speak, write and and understand all forms of communication; and can see perfectly regardless of illumination. Once per day a Cherub can Summon either another Cherub, a Chariot Angel (who, like all Summoned creatures, cannot Summon more Angels themselves), or 4 Lammasus. Unless otherwise noted, all spell-like abilities have an effective caster level of 16.

Elemental Immunity: Cherubim are immune to all forms of Elemental damage from any source, including fire, cold, wind, electricity and acid.

The Chariot Angel, or Whirling Wheel

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Stepping into the surreal side of Goodness, I present the Chariot Angels. Based primarily upon the “Ophanim” or “wheels within wheels” from the book of Ezekiel, I have also included certain concepts from the writings of John Dee regarding angels that were also cities and gates. The Chariot Angels are the virtual embodiments of Diligence, and opponents of the scheming Craft Devils.

CHARIOT ANGEL (Whirling Wheel)

NO. ENCOUNTERED: 1-4
SIZE: Large (20′ Tall)
HD: 15 (d8)
MOVE: 100′ in all environments
AC: 25
ATTACKS: 1 Slam (2d6+6d6 holy fire damage)
SPECIAL: Magic Weapons To Hit, Deepvision, Electricity Resistance (Full), Fire Resistance (Full), Immune to Poison and Emotion-affecting Magic, Nimbus of Flame, Total Perception, Complete Transformation, Implement of Righteousness, Telepathic Bond, Virtue of Diligence, Covenant of Diligence, Cosmic Knowledge, Spell Resistance 15, Spell-like Abilities
SAVES: M+P
INT: Genius
ALIGNMENT: Lawful Good
TYPE: Extraplaner
TREASURE: 15
XP: 22,900+15

A Chariot Angel in its natural form is a bizarre sight. The being is twenty feet tall, and resembles two vertically-intersecting wheels, set at right angles and made of glowing chrysolite surrounded with white fire. The rims of the wheels are set with unblinking, human-like eyes. No wings are apparent, but the creature seems nonetheless able to move in any direction. Because of the hazard their natural form poses to mundane creatures, Chariot Angels are apt to appear in other forms, which are not limited to those of living creatures. It is not unknown for a Chariot Angel to actually become a sword, shield, or even a building. They can also assume human form, of course, usually taking the shape of a common laborer, or someone involved in the transportation trades.

Chariot Angels are often found in the company of Cherubim. Four Whirling Wheels and four Cherubim often form the transport and bodyguard of high celestial figures when they feel it necessary to visit the mundane world. The Chariot Angel’s ability to create a Telepathic Bond with other Angels allows the team to move as a single unit. Often, such a unit is headed by one of the Chariot Angel nobles called Thrones, who form themselves into the actual royal seats of important figures in Heaven.

Chariot Angels are the natural opponents of the Craft Devils. Where the Craft Devils create Infernal Devices to tempt the unwary, Chariot Angels are themselves holy objects to aid the righteous. According to stories, the Craft Devils were once Chariot Angels who lost the Virtue of Diligence, and became obsessed with devising machines. Whatever the truth, Chariot Angels work constantly to undo the Craft Devils’ schemes.

It is speculated that large portions of Heaven are actually composed of Chariot Angels in various forms. The great palaces of Heaven may be in fact many Chariot Angels held together by their total, diligent devotion to the glory of righteousness.

Many Sages speculate that the Chariot Angels were intimately involved in the process of Creation, accounting for their profound knowledge of the properties of the Cosmos. Some wizards claim to have been told by Cosmic Archons that the Chariot Angels were once Archons themselves, whose devotion to Absolute Law became (in their view) corrupted by concern for the welfare of other beings. Of course, the powers of Heaven claim that the Archons are all actually fallen Angels, so the truth of the matter remains uncertain.

Combat: A Chariot Angel’s ability to assume almost any form make them among the most dangerous combatants in all Creation. Nonetheless, they prefer to assume their natural shape when fighting, in under to underscore to opponents that they are fighting a representative of Heaven. The Chariot Angel in its natural form will slam into combatants and crush them, also subjecting enemies to horrible damage from its Nimbus of Holy Fire. The Angel will also use Telekinesis to drag opponents into the Holy Flame, or fling them against the the magical Walls (of Fire, Force, Ice, Iron, or Stone) it can create.

Nimbus of Holy Flame: Any mundane creature standing within 60 feet of a Chariot Angel in its natural form must save versus Constitution (Challenge Level 15) each round or receives 1d6 points of damage per round. This increases by 1d6 per every 10 feet nearer the mundane creature comes to the Angel, to a maximum of 6d6 points of fire damage per round for creatures within melee range. Evil-aligned or Undead creatures take double damage. Creatures slammed by the Chariot Angel in its natural form therefore suffer 6d6 (or 6d6 x 2) points of fire damage, in addition to the damage from the slam. A Chariot Angel only possesses its Nimbus of Holy Flame when in its natural form, and the Angel cannot make the Nimbus appear when the being is in a different shape.

Total Perception: A Chariot Angel enjoys constant True Seeing in all directions at once. Naturally, it is impossible to surprise the Angel.

Complete Transformation: A Chariot Angel’s ability to Shapechange is not limited to the forms of creatures, but can be used by the Angel to become anything whatsoever that is not more than 100 feet high and 100 feet wide. The Chariot Angels acquires all the special characteristics of whatever it changes into. It may even acquire new immunities in this way. For example, a Chariot Angel in the form of a castle of ice is immune to cold attacks.

Implement of Righteousness: Chariot Angels sometimes transform themselves into weapons and armor to be used for the cause of Good. A Chariot Angel who assumes the form of a weapon is effectively a +3 Holy magical item that does double damage against Evil creatures. Likewise, a Chariot Angel in the shape of armor effectively becomes +3 magical armor. The Angel can resume its true form, or any other form, at any time.

Telepathic Bond: All Angels within 300 feet of a Chariot Angel are automatically linked by a Telepathic Bond, as the spell. The Chariot Angel can opt to include Good-aligned mortals in this Bond.

Virtue of Diligence: The mere presence of a Chariot Angel within 300 feet instantly cures exhaustion; dispels any magically induced despair; restores all broken, corroded or tarnished items of metal, stone or wood to wholeness; and restores any construction previously ruined by a Craft Devil’s ability to Curse Mortal Work.

Covenant of Diligence: A Good-aligned character is able to enter into a Covenant of Diligence with a Chariot Angel. The Angel can provide petitioners with magical items or treasures that will be used for Good causes. The maximum value of such items will not exceed 20,000 gp. The character must then agree to undertake 1 week of unpaid labor for every 1,000 gp value of items received. The work must be undertaken on behalf of the cause of Good. Building temples or orphanages, clearing away rubble after a storm, working a farm for a widow, or crafting free goods for distribution to the poor, are all examples of the kind of work the Angel may demand. The character can accept food, water, and shelter for their labor, but no monetary compensation of any kind.

Cosmic Knowledge: Chariot Angels have near total knowledge of the structure and properties of the physical Cosmos and spiritual realms. They are 95% likely to know the answer to any question relating to cosmology, astronomy, astrology, or the properties of material, magical, and spiritual substances. This includes being able to identify potions by sight, for example. Chariot Angels are sometimes Summoned for their knowledge. The Angels cannot, however, be induced by any means to share their knowledge with Evilly Aligned creatures.

Spell-Like Abilities: One at a time, at will: Discern Location, Fly (on others), Haste, Identify, Major Creation, Produce Flame, Slow, Telekinesis, Wall of Fire. Once per day they can perform each of the following: Wall of Force, Wall of Ice, Wall of Iron, Wall of Stone, In common with all Angels, a Chariot Angel can also use Improved Invisibility, Know Alignment, create Light, Polymorph Self, perform feats of Prestidigitation, and Teleport Without Error, all at will. They can roam the Ethereal and Astral planes; speak, write and and understand all forms of communication; and can see perfectly regardless of illumination. Once per day a Chariot Angel can Summon either another Chariot Angel, or a Cherub (who, like all Summoned creatures, cannot Summon more Angels themselves) All spell-like abilities have an effective caster level of 15.

Immune To Electricity and Fire: Like all Angels, a Chariot Angel cannot be harmed by Lightning or Electricity. Additionally, they are immune to damage from Fire.

The Angels of Mercy

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Today’s Choir of Angels is definitely not intended as just another set of adversaries to fight. The Angels of Mercy are agents of Divine compassion, and completely non-violent. Which doesn’t mean they are undefended, of course… There are numerous ways that an Angel of Mercy can aid adventurers, but they also present numerous ways that unsavory characters could get themselves in serious trouble. Just remember that the skinny beggar your swaggering PC kicks for laughs just might be a powerful celestial being in disguise.

ANGEL OF MERCY

NO. ENCOUNTERED: 1-4
SIZE: Medium
HD: 10 (d8)
MOVE: 30′, 60′ (fly)
AC: 20
ATTACKS: No Physical Attacks (see below)
SPECIAL: Magic Weapons To Hit, Deepvision, Electricity Resistance (Full), Immune to Poison and Emotion-affecting Magic, Angelic Guardian, Clerical Spells, Profound Wisdom, Virtue of Temperance, Covenant of Temperance, Spell Resistance 17, Spell-like Abilities
SAVES: M+P
INT: Genius
ALIGNMENT: Lawful Good
TYPE: Extraplaner
TREASURE:
XP: 4800+10

It is said that if the Angels of Mercy had their way, all souls would eventually enjoy Paradise. Existing to administer miracles of healing, give comfort to the afflicted, and to end conflicts between mortals, the Angels of Mercy are perhaps the most compassionate creatures in Creation. They exemplify the belief that Righteousness needs to be tempered with Forgiveness. It is the Angels of Mercy who interceded for the souls of those who have indulged in vice or been forced to break the law, but whose hearts nonetheless remained Good. Kind-hearted prostitutes, thieves who steal from the wicked wealthy to support the virtuous poor, oppressed freedom fighters, and repentant addicts who try to prevent others from following their sorrowful path, all have advocates in the Angels of Mercy. Some say that it is for that reason that the Angels of Mercy enjoy the particular favor of the Queen of Angels.

An Angel of Mercy in her natural form appears as a lovely young woman in a pure white, gown-like robe. The Angel possesses a pair of large, swan-like wings, also pure white in color. Her body constantly glows with white light, which becomes a particularly bright nimbus around the being’s head. An Angel of Mercy can have any skin tone, hair color, and eye color possible for humans. These Angels will usually be encountered in a fully human form, frequently disguised as members of female religious orders. It is not unknown for an Angel of Mercy to take the disguise of one of society’s outcasts, however, even seeming to be a common beggar or harlot.

In Heaven, the Angels of Mercy help to administer the pleasures of Paradise. To reward those who in life considered the good of others to be more important than their own enjoyment, the Angels create realms where Blessed Souls can indulge in endless play and sensory enjoyment. In the mundane world, Angels of Mercy will visit battlefields, places stricken by plague, or the scenes of atrocities, in order to bring hope, healing, and comfort. They sometimes take up residence in some natural feature, such as a grotto or spring, which may become a site of holy pilgrimage.

Angels of Mercy sometimes employ unorthodox methods to gain souls for Heaven. They are the particular opponents of the Corrupter Devils, who tempt mortals souls with forbidden and excessive indulges. Therefore, in order to counteract the pernicious influence of those Devils, the Angels are quite willing to lead souls to virtue through a path of apparent vice. The Angel may subvert the lust of a irreligious man by arranging a love affair with a beautiful but pious woman, who will ultimately bring him closer to Heaven. Another strategy would be to inspire the creation and distribution of delicious food and drink, with the profits befitting charity. Whenever they can, the Angels of Mercy will work to stop those who exploit the moral failings of humanity for profit, and will instead provide opportunities for those same weaknesses to actually lead people to a life of goodness.

It is said by some Sages that the Angels of Mercy are actually the original form of the Corrupter Devils, before the later lost the Virtue of Temperance and became lost to Gluttony. According to these authorities, the Angels of Mercy do not seek the destruction of the Corrupter Devils. Rather, the Angels want to convince the Devils to renounce their Vice and reclaim the Virtue that will grant them a place back in Heaven. However, even the scholars who promote such a view cannot say that the Angels have ever been successful in bringing any Infernals back to Paradise.

Combat: Angels of Mercy carry no weapons, and embody a wholly pacifistic philosophy. They personally abhor all forms of violence, and refuse to even defend themselves. The prefer to lose their physical forms and be sent back to Heaven than use any weapon or spell effect that causes actual damage to an opponent. It is usual for an Angel of Mercy who is engaged in healing to ignore successful attacks and continue their work, until their bodies are destroyed. The Angels can and will, however, use non-offensive spells to prevent opponents from harming others. In addition, Heaven takes a particularly dim view of anything that attacks an Angel of Mercy, and a Guardian Angel will always be sent to stop the attacker.

Angelic Guardian: Attacking an Angel of Mercy causes the instantaneous appearance of a Guardian Angel. Each opponent who launches an attack on an Angel of Mercy will have to deal with a separate Guardian Angel. The Guardian Angel will do everything in its power to stop the Angel of Mercy from being attacked, but once the attack ceases the Guardian Angel will stop its attacks as well. Only one such Guardian Angel will be sent per attacker, but once the Guardian Angel arrives it will remain with the Angel of Mercy for the remainder of the day.

Clerical Spells: An Angel of Mercy has the spell ability of a 12th Level Cleric. This includes gaining bonus spells for their Profound Wisdom.

Profound Wisdom: Angels of Mercy have Wisdom scores of 20. This grants a +4 bonus on all relevant SIEGE checks and Saving throws. They also gain the appropriate number of Clerical bonus spells.

Virtue of Temperance: The mere presence of an Angel of Mercy suppresses hunger and thirst, automatically Purifies Food and Drink, Neutralizes Poisons, deactivates the harmful effects of all drugs, spoils all potions created by Arcane magic, and reveals all magically disguised substances within a 30′ radius.

Covenant of Temperance: Angels of Mercy do not withhold their healing from anyone who suffers, but they are also able to bestow a special blessing upon those who are willing to completely abstain from intoxication. If a character agrees to a Covenant of Temperance, they are bound to never willingly become intoxicated by any means, or ever willingly consume a potion of Arcane origin. The character can still drink wine or beer, but must never willingly drink enough to experience actual intoxication. In return, the Angel blesses the character with total immunity to all diseases and disease-like effects, mundane or magical. The immunity lasts for as long as the character keeps to the Covenant. Naturally, anyone in a Covenant of Temperance should expect to be targeted for temptation by the powers of Hell.

Spell-Like Abilities: At will: Feather Fall (on others), Suggestion, Major Creation. Once a day they can use Enhance Attribute to benefit another, and raise a Minor Globe of Invulnerability. In common with all Angels, an Angel of Mercy can also use Improved Invisibility, Know Alignment, create Light, Polymorph Self, perform feats of Prestidigitation, and Teleport Without Error, all at will. They can roam the Ethereal and Astral planes; speak, write and and understand all forms of communication; and can see perfectly regardless of illumination. Once a day an Angel of Mercy can Summon another of its kind (who cannot Summon any more Angels) . All spell-like abilities have an effective caster level of 12, and are in addition to the Angel’s Clerical spells.

Immune To Electricity: Like all Angels, an Angel of Mercy cannot be harmed by Lightning or Electricity.

The Accuser Devil: Hell’s Lawyer

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The Accuser Devils are both lying and litigious. Their somewhat psychedelic appearance is directly inspired by certain medieval depictions of the Devil, as well as the appearance of the “Devil” card in certain very old Tarot decks.

ACCUSER DEVIL

NO. ENCOUNTERED: 1-4
SIZE: Medium
HD: 8 (d8)
MOVE: 30′
AC: 19
ATTACKS: 2 Claws (1d4)
SPECIAL: Magic or Silver Weapons To Hit, Deepvision, Fire Resistance (Full), Cold Resistance (Full), Immune to Poison and Emotion-affecting Magic, Cannot Be Surprised, Shame, Babble, Enter Holy Ground, Spell Resistance 10, Spell-like Abilities
SAVES: M+P
INT: Genius
ALIGNMENT: Lawful Evil
TYPE: Extraplaner
TREASURE: 8
XP: 2500+8

The Accuser Devils are the lawyers, messengers, spies, and ambassadors of Hell. They travel constantly from place to place, not only in Hell but across the surface of the Earth. Of all the Devils they have the freest rein to roam among mortals. They gather information for Hell, as well as directly spread gossip, slander, resentment, and envy. Their chief joy comes in ruining lives though lies and insinuations. The dissatisfaction they breed can spread like an infection, until the bonds of society fall before a wave of petty jealousy and covetousness.

An Accuser Devil in its true form presents a striking and unsettling image. The most noticeable aspects of the Devil’s appearance are the multiple faces all over its body. In addition to the grotesque face on the front of its head, it possesses another on the back of its head, a face on each shoulder, faces on it’s chest and belly, a face on its groin where the attributes of gender might otherwise be, and a face on each thigh. The sexless body is scaly, wiry, and a sickly green in overall color. The arms and legs seem to proceed from the mouths of the faces on the shoulders and thighs. The hands and feet are slender and clawed. The Devil’s ears are long and pointed, and top of it’s head similarly comes to a point. There are six spike-like horns surrounding the head, creating the effect of a grotesque crown. The Devil sometimes wear a kind of cap on it’s head, through which the horns will project. The natural voices of these creature are whiny and sniveling. Accuser Devils possess the ability to assume human forms, and they will almost always do so when dealing with non-Infernals. They also particularly enjoy assuming the forms of snakes.

In Hell, the Accuser Devils try cases and mediate disputes among other Devils. They are completely corrupt, of course, so Hell’s justice is usually a matter of who can afford a better bribe. Since Accuser Devils seldom collect souls directly from the mortal plane, they rely upon the legal fees and bribes they demand for their wealth (the coinage of Hell being mortal souls). It is even said that for enough of a bribe in souls, a mortal can convince an Accuser Devil to bring a legal case in Hell to release someone from an otherwise unbreakable Infernal contract. Accuser Devils also travel to other planes (including Heaven itself) in order to claim souls that Hell believes to be its rightful property. Their direct dealings with the Angels contribute to Infernal rumors that the Accuser Devils have arranged side deals with Heaven, to save themselves in the event that any eventual war for Paradise goes against the Devils.

Combat: Accuser Devils will not personally engage in hand-to-hand combat, always preferring to Teleport to a safe place, Summon other Devils, and let them deal directly with any threats. If somehow cornered they can claw their their hands, but they are inherently cowardly beings. At the first sign of real trouble the Devil will attempt to make a deal with its attackers.

Cannot Be Surprised: Due to their many sets of eyes and ears, it is impossible to surprise an Accuser Devil. They constantly perceive with True Sight, as the spell.

Shame: Upon first meeting an opponent, an Accuser Devil gains knowledge of their most embarrassing secret. If the Devil has the chance to state the secret out loud, and the victim can understand it, the person so exposed will temporarily lose all confidence. An exposed person receives a Save versus Charisma (Challenge Level 8). Failure means that until they wake up the next morning, the character may use no special Abilities related to Charisma, and will fail every Charisma-based SIEGE Check and Saving Throw.

Babble: An Accuser Devil can speak from any of its free mouths, but it can also speak from many, or all of them at once. It can even state different ideas from different mouths, arguing against itself. A person he hears this barrage of voices must save versus Wisdom ( Challenge Level 8 ) or be affected as by a Confusion spell. Affected creatures receive a new saving throw every 8 rounds. Naturally, a successful Silence spell will cancel all effects, as well as the Devil’s ability to Babble.

Enter Holy Ground: Alone among Infernals, the Accuser Devils can freely enter holy and consecrated ground. This ability even allows them to enter Heaven, which they do as ambassadors and messengers, as well as to dispute with the Angels over the legitimate possession of certain souls. Accuser Devils can be kept out by wards and guards (such as a Wizard’s Protection From Evil) placed by Arcane magic, however. They are also still subject to active Turning from Good Clerics, just not the passive protection usually conferred by consecrated ground.

Spell-like Abilities: At will: Alter Self (to any humanoid form), Clairaudience, Clairvoyance, Detect Magic, Detect Thoughts, Discern Lies, Hide Lies, Hide Thoughts, Locate Creature, Locate Object, Speak With Dead. Accuser Devils enjoy constant True Seeing. Once per day they can raise a Wall of Ice. In common with other Infernals, Accuser Devils can roam the Ethereal and Astral planes; speak, write, and understand all languages and forms of communication; become Invisible; see in complete darkness; Teleport with no chance of error; perform feats of Prestidigitation; Know Alignment; assume the form of a snake, black dog, black cat, goat, toad, raven, or owl; and create Darkness, all at will. An Accuser Devil may attempt to Summon either one Wrath Devil or four Tormentor Devils a day, with a 60% chance of success in either case. Accuser Devils are quite willing to teach the Arcane Spells that correspond to their spell-like abilities, in return for services rendered. All abilities have an effective caster level of 8.

Immune To Fire and Cold: Like all Devils, an Accuser Devil cannot be harmed by fire. Additionally, they are immune to damage from cold.

The Angel of Death

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The Angel of Death is the first of a series detailing the Choirs of Angels. I’ve drawn primarily from a combination of European, Jewish, and Middle Eastern legends and folklore to create them. Each Angel embodies a different approach to Goodness, from the hard-nosed Warrior Angels to the comforting Angels of Mercy. The Angel of Death embodies the fierce power of Divine Judgment, and is definitely not to be trifled with. Please note: nothing here should be considered as a commentary of any kind on anyone’s faith. When folklore and legend seem to be at variance with theology, I’ve gone with folklore. When folkloric sources disagree, I’ve tried to use the ideas that led to the most interesting results (IMHO). I’ve also taken some small artistic liberties where it seemed appropriate, or the source material is lacking in details. The point is to enable CKs to depict the kind of angelic beings actually encountered in legend. The Angels are presented merely as interesting additions to a fun game, not as endorsements of any particular religious point of view.

ANGEL OF DEATH

NO. ENCOUNTERED: 1
SIZE: Large (10′ Tall)
HD: 13 (d8)
MOVE: 60′, 120′ (fly)
AC: 25
ATTACKS: 2 Long Knife (1d6+3, & Bitter Gall of Death), or 2 Great Scimitar (1d10+3 & Bitter Gall of Death), 1 Cord of Strangulation (2 points Constitution Damage per round)
SPECIAL: Magic Weapons To Hit, Deepvision, Electricity Resistance (Full), Immune to Poison and Emotion-affecting Magic, Total Perception, Bitter Gall of Death, Cord of Strangulation, Scroll of Life, Virtue of Kindness, Cannot Harm The Kind-hearted, Covenant of Kindness, Enter Unhallowed Ground, Spell Resistance 15, Spell-like Abilities
SAVES: M+P
INT: Genius
ALIGNMENT: Lawful Good
TYPE: Extraplaner
TREASURE: 13
XP: 11,000+13

The Angels of Death are the Executioners of Heaven’s Judgment upon mortals. They exist to claim the souls of the benevolent for Heaven, and to inflict the righteous punishment of death on the irredeemably wicked. They perform the latter task quickly and efficiently, despite their Good Alignment. The Angels of Death are happy to relieve their fellow Angels of such a horrible duty, and take satisfaction both from obeying the Will of Heaven and sure knowledge that they have protected innocent people from Evil.

An Angel of Death in its natural form is an androgynous being with chalk white skin and deep black hair. A nimbus of white light surrounds the Angel’s head, making it difficult to see the being’s face directly. The Angel’s body is covered with human-like eyes, of every possible shade and hue. Attached to the back are glossy black wings that seem to be constantly moving, even when the Angels is at rest on the ground. The motion of these wings is such that it is impossible to tell whether they are a single pair of wings moving at great speed, or many pairs of wings moving in an intricate pattern. The Angel carries a long, curved knife from which droplets of greenish liquid seem to drop and disappear before they reach the ground. In the being’s other hand is what appears to be an ancient scroll. Around the waist is a loosely tied black cord. When the being speaks the sound is like a chorus of voices, and anyone able to see inside the Angel’s mouth will perceive a multitude of tongues. An Angel of Death seldom appears in its natural form, however, preferring to either remain Invisible or else take the form of some enticing or attractive figure. They will also sometimes appear as ravens, as a rolling cloud, or may even assume a terrifying form (such as that of winged skeleton) when they are forced to parlay with Devils.

Of all the Angels, only the Angels of Death have direct peaceful dealings with the Devils of Hell and the Demons of the Outer Darkness. Sages speculate that there is a kinship between the Angels of Death and the Accuser Devils, proposing that the Accuser Devils were once Angels of Death who lost the Virtue of Kindness that buoyed them to heaven, and became weighed down by the Vice of Envy. Perhaps it is for that reason that the Angels of Death consider Accuser Devils to be their particular opponents. Just as Accuser Devils will enter Heaven in an attempt to prosecute the righteous, Angels of Death will descend to Hell to rescue souls the Devils have unfairly damned. Some say that as a result of these harrowing expeditions that the Angels of Death have come to certain arrangements with Hell, and will even direct the Devils to unrighteous souls who are deserving of torment.

Despite their duties as slayers, Angels of Death are actually among the kindest and most unselfish beings in Creation. They take no happiness from causing death, but rather from the happiness of the Blessed Souls in Heaven and the joy of mortals relieved of the oppression of Evil men. The Angels of Death do not usually enter the Gardens of Heaven, usually dwelling in the area just outside the Gates of Pearl. Some sages say that in their kindness the Angels of Death do not wish to remind Blessed Souls of death and mortality, but want them to be able to enjoy the delights of Paradise without care. Others say that they are actually prohibited from entering Heaven by the Lord of Hosts himself, for the same reason. Certain savants speculate that on the Final Day, when death is no more, the Angels of Death will also be relieved of their terrible duty and be able to rest in Heaven also.

Naturally, an Angel of Death will attack and destroy any Undead encountered.

Combat: An Angel of Death never attacks randomly, but only as part of its mission. If one is foolishly attacked, Evil acts are committed in its presence, or any attempt is made to physically prevent the Angel from discharging its duty, then it becomes an awesome and implacable foe. The long knife that each carries is equal to a +3 short sword and can be transformed at will into a great scimitar. The Angel can strike with either form of the weapon twice in a round. Additionally, the Angel can cause the cord from its waist to fly around the neck of Evil beings, strangling them without the need for any further direction. Worst of all for its opponents are the Angel’s spell-like abilities. Angels of Death can attack unseen using Improved Invisibility, and will usually only show themselves if forced to by magic. A typical combat tactic is to Hold opponents motionless and thereafter slay them, either with a Finger of Death or by dropping the Bitter Gall of Death into their mouths.

Once an Angel of Death is committed to a battle, it will ignore any attempt to bargain. In the creature’s eyes, Good-Aligned opponents will simply enjoy Heaven if they are slain while opposing the Angel for righteous reasons, while the souls of other opponents will be flung to just punishment. There are tales of Angels of Death slaughtering entire generations of wicked nations, creeping methodically from house to house to smite those who have been judged irredeemable by the Lord of Hosts.

Total Perception: Regardless of an Angel of Death’s current form, it enjoys constant True Seeing in all directions at once. Naturally, it is impossible to surprise the Angel.

Bitter Gall of Death: The blade carried by an Angel of Death drips a bitter, greenish liquid. Anyone struck by the Angel’s blade (whether it is in knife or scimitar form) in combat receives a Charisma Saving Throw versus magical Death Attack. Failure means the character dies instantly. Anyone who tastes the Bitter Gall of Death by oral ingestion is automatically slain, without any Saving Throw and instantly bypassing any magical protections.

Cord of Strangulation: Each Angel of Death carries a long black cord that is knotted at either end. This Cord of Strangulation is reserved for the execution of Evil-aligned opponents. This cord will fly through the air and attack independently, striking as a 13 HD creature. A successful attack deals 2 points of Con Damage, plus an equal amount per round unless the cord is pried or cut off. Prying off the cord require a Strength check with a Challenge Level of 13. To cut the cord off requires inflicting 30 points of damage against AC 20. If the Cord is cut in two, the Angel of Death loses the use of it until he acquires another one by revisiting Heaven. If the Angel is currently Invisible, the Cord of Strangulation is Invisible as well, even if it is not held by the Angel.

Scroll of Life: Every Angel of Death carries with it a scroll that contains the names of everyone the Angel will encounter in their journey away from the Gates of Heaven, indicates whether they are marked for death, and reports the current destination of that person’s soul. Although the scroll appears to be of no great length before it is read, it will unroll to far larger than initially looks possible. Characters who somehow manage to look at the scroll will be able to find their own names, of course, as well as an indication as to where their soul will reside after death.

Virtue of Kindness: Angels of Death possess the Virtue of Kindness. When the Angel is in its true form the Virtue is visible as the halo, or nimbus of light, around the head. Such is the power of their Virtue that the mere presence of an Angel of Death prevents any Accuser Devils within 300 feet from using their Shame Ability. Likewise, nobody within that area will be able to tell or write slanderous lies, spread gossip, or communicate hurtful insults of any kind. Those who try will find that no sound comes from their mouths, and if they try to write such things the instruments will always break, or the papers shred.

Cannot Harm The Kind-hearted: An Angel of Death is completely unable to harm anyone who has committed an act of selfless kindness in the previous 24 hour period. Even the Bitter Gall of Death will have no effect on such people, and the Angel will not attack or molest them in any way.

Covenant of Kindness: Angels of Death are quite willing to enter into Covenants with individuals. In return for the Angel performing some service, or not taking a particular soul, a petitioner will be put under a Geas to perform selfless acts that help strangers achieve happiness. The nature and number of the acts will vary by the service requested, but will always be very inconvenient to perform, and may involve depleting any excess resources or treasure possessed. Note that an Angel of Death cannot be selfishly dealt with, and anyone who attempts to make the Angel do anything unrighteous will be subject to the swift and terrible judgment of Heaven.

Enter Unhallowed Ground: An Angel of Death is undeterred by Unhallowed Ground, and can freely ignore any evil Clerical spell designed to exclude them from a location. They can be affected by Arcane spells which protect subjects or areas from spirits, however. A Protection From Good spell used by Wizard will keep an Angel of Death out, but not the same effect created by an evil Cleric. Angels of Death can freely enter Hell or the Outer Darkness, and sometimes do so in order to rescue souls.

Spell-Like Abilities: One per round, at will: Detect Thoughts; Dream; Fear; Finger of Death; Hold Person, Animal, or Monster; Scrying. In common with all Angels, an Angel of Death can also use Improved Invisibility, Know Alignment, create Light, Polymorph Self, perform feats of Prestidigitation, and Teleport Without Error, all at will. They can roam the Ethereal and Astral planes; speak, write and and understand all forms of communication; and can see perfectly regardless of illumination. Once a day an Angel of Death can Summon another of its kind, a Warrior Angel, or 3 Guardian Angels (none of which will be able to Summon more Angels). At the CK’s discretion, an Angel of Death may even be able to Summon 3 Tormentor Devils, who will be allowed to claim the souls of the Angel’s Evil opponents.

Immune To Electricity: Like all Angels, an Angel of Death cannot be harmed by Lightning or Electricity.

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