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Angelic HostCreature 20


Uncommon​Gargantuan​Angel​Celestial​Holy​Troop​
Source Pathfinder Adventure Path: Hell's Destiny
Perception +33 (darkvision)
Languages Diabolic, Draconic, Empyrean, Truespeech
Skills Acrobatics +38, Athletics +38, Diplomacy +41, Religion +38
Str +8, Dex +4, Con +5, Int +3, Wis +6, Cha +10

AC 44; Fort +33; Reflex +30; Will +36;
HP 375
Speed 30 feet (fly 50 feet)
Weaknesses Area Damage 15, Splash Damage 15

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Aura of Righteousness (aura, divine)

20 feet. Allies in the angelic host's aura gain a +2 status bonus to AC and saving throws against unholy creatures.

Troop Defenses

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.

Blessed Armaments One Action (holy, magical)

The angels make coordinated melee attacks with their greatswords. Each enemy within a 5-foot emanation must attempt a DC 39 reflex save. The damage depends on the number of actions.

1 2d8[slashing],(1d6) spirit damage

2 (4d8+8)[slashing],(2d6) spirit damage

3 (6d8+10)[slashing],(3d6) spirit damage

Divine Lance Fusillade One Action (holy, magical)

The angels unleash beams of divine energy in a 10-foot burst within 60 feet that deals 10d6 spirit damage with a DC 39 reflex save. When the angelic host is reduced to 2 segments, this area decreases to a 5-foot burst.

Troop Spellcasting

When the angelic host Casts a healing Spell, the constituent members combine their efforts into casting a more powerful version of the spell than any one member could achieve alone. The spell restores an additional 2 Hit Points per rank.


Divine Innate Spells (DC 39, +31 to hit)

1st Level: Heal (4x)
2nd Level: Dispel Magic
5th Level: Breath of Life, Truespeech (Constant)
7th Level: Interplanar Teleport



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.