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Angelic ChorusCreature 12


Uncommon​Gargantuan​Angel​Celestial​Holy​Troop​
Source Pathfinder Battlecry!
Perception +22 (darkvision)
Languages Diabolic, Draconic, Empyrean, Truespeech
Skills Acrobatics +22, Diplomacy +25, Performance +27, Religion +24
Str +2, Dex +5, Con +3, Int +3, Wis +4, Cha +7

AC 32; Fort +19; Reflex +22; Will +25; +1 status to all saves vs. magic
HP 210 (4 segments); Thresholds 210 (4 segments); Thresholds 140 (3 segments), 70 (2 segments)
Speed 30 feet (fly 40 feet)
Weaknesses Area Damage 10, Splash Damage 10, Unholy 10
Resistances Sonic 15

+1 Status to All Saves vs. MagicHarmonizing Aura (aura, divine, sonic)

20 feet.

Allies in the aura gain a +2 status bonus to sonic damage rolls and a +1 status bonus to AC and all saves against effects with the auditory or sonic trait. Enemies in the aura take a –2 status penalty to sonic damage rolls and a –1 status penalty to AC and all saves against auditory and sonic effects.

Troop Defenses

HP 210 (4 segments); Thresholds 140 (3 segments), 70 (2 segments)

Troops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment.

A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen.

Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.

Troop Movement

Whenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.

Admonishing Hymn Two Actions (divine, holy, sonic)

The angelic choir raises their voices in song, singing a note that vibrates the very fabric of being. This takes the form of a 15-foot burst within 90 feet that deals 6d6 sonic damage (DC 29 fortitude save). A creature who critically fails the save is Deafened for 1 minute. When the angelic chorus is reduced to 2 segments, this area decreases to a 10-foot burst.

Harmonized Spellcasting

When the angelic chorus Casts a Spell, their constituent members combine their efforts into casting a more powerful version of the spell than any one member could achieve alone. When Casting a Spell that deals sonic damage, that spell gains a status bonus to damage equal to its rank.

Righteous Clamor One Action (holy, magical)

1 to 3

Frequency once per round


Effect With sonorous shouts, the angelic chorus lashes out with their fists in a coordinated melee attack against each enemy in a 5-foot emanation (DC 29 reflex save). The damage depends on the number of actions

1 1d8[bludgeoning],1d6 sonic1d8 bludgeoning damage plus 1d6 sonic damage

2 (2d8+7)[bludgeoning],2d6 sonic2d8+7 bludgeoning damage plus 2d6 sonic damage

3 (3d8+10)[bludgeoning],2d6 sonic3d8+10 bludgeoning damage plus 2d6 sonic damage


Divine Innate Spells (DC 19, +24 to hit)

Cantrips (6th Level): Courageous Anthem, Uplifting Overture
1st Level: Counter Performance (At Will), Heal (2x)
2nd Level: Cleanse Affliction (At Will), Clear Mind, Clear Mind (At Will), Noise Blast (2x), Noise Blast (At Will)
5th Level: Breath of Life, Truespeech (Constant)
6th Level: Zealous Conviction


Rituals

Angelic Messenger


While choral angels are content to sing their hymns in Nirvana, they must sometimes take to the mortal realm to provide needed succor for those engaged in righteous battle against the wicked. An angelic chorus often acts as support for armies who have gained the favor of the celestial realms.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Angel

This family of celestials are messengers and warriors. Most angels are holy, have darkvision, and have a weakness to unholy.

Celestial

Creatures that hail from or have a strong connection to the holy planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.

Holy

Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.

Troop

A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. Over the course of enough attacks and downed comrades, troops shrink in size. A troop typically has the troop defenses and troop movement abilities, and most troops have weaknesses to area damage and splash damage. Because they consist of multiple discrete creatures, they can't be summoned.