Oceanius and Glory ArcelyCreature 18
Source Pathfinder Claws of the Tyrant
Perception +32 (darkvision)
Languages Diabolic, Draconic, Empyrean, Truespeech
Skills Athletics +36, Intimidation +34, Religion +36
Str +8, Dex +4, Con +6, Int +5, Wis +6, Cha +7
AC 42; Fort +32; Reflex +29; Will +32;
HP 360
Speed 25 feet (fly 60 feet)
Weaknesses Unholy 20
Holy Greatsword
+36 (+31, +26) to hit (holy, magical, versatile p) 3d12+19 Slashing+1 Status to All Saves vs. MagicRegeneration 20 (Deactivated by Unholy)
This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Aura of Righteousness (aura, divine, holy)20 feet. Allies in the angel's aura gain a +2 status bonus to AC against unholy creatures and a +2 status bonus to damage rolls against unholy creatures. The area in the aura is difficult terrain for unholy creatures.
Change Shape
(concentrate, divine, polymorph)The angel takes on the appearance of any Small or Medium humanoid. This doesn't change their Speed or Strikes.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Holy Armaments (divine, holy)Any weapon gains the effect of a holy property rune while the angel wields it.
Divine Innate Spells (DC 41, +33 to hit)
1st Level: Charm, Heal
2nd Level: Cleanse Affliction, Clear Mind (At Will), Dispel Magic, Dispel Magic (At Will), Invisibility (At Will; Self Only), Sure Footing
4th Level: Divine Wrath, Unfettered Movement
5th Level: Breath of Life, Truespeech (Constant)
6th Level: Blessed Boundary
7th Level: Divine Decree, Interplanar Teleport, Sunburst
8th Level: Earthquake
Rituals
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
AngelThis family of celestials are messengers and warriors. Most angels are holy, have darkvision, and have a weakness to unholy.
CelestialCreatures 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.
HolyEffects 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.