Light spills out through cracks in this humanoid being’s clothing and armor, and its four wings are composed of wispy blue light.
Empyrean CR 20
AC 38, touch 38, flat-footed 30 (+8 Dex, +7 insight, +14 sacred, –1 size, +4 deflection vs. evil)
hp 387 (25d10+250); regeneration 15 (evil artifacts)
Fort +24, Ref +18, Will +24; +4 vs. poison, +4 resistance vs. evil
Defensive Abilities heed no call, uncanny dodge; DR 15/ piercing and evil; Immune acid, cold, petrification; Resist electricity 10, fire 10; SR 31
Speed 50 ft., fly 120 ft. (good)
Melee +1 holy merciful halberd +36/+31/+26/+21 (2d8+16/19–20/×3) or slam +34 (2d8+15)
Ranged +1 holy merciful composite longbow +33/+28/+23/+18 (2d6+11/×3)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 20th; concentration +27)
Constant—detect evil, detect snares and pits, discern lies (DC 21), true seeing
At will—aid, atonement, break enchantment, commune, continual flame, dimensional anchor, greater dispel magic, lesser restoration, mark of justice, neutralize poison, remove curse, remove disease, remove fear, resist energy, speak with dead
3/day—blade barrier (DC 23), dispel evil (DC 22), heal (DC 23), mass charm monster (DC 25), permanency, resurrection, sympathy (DC 25)
1/day—greater restoration, power word stun, wish
Cleric Spells Prepared (CL 20th; concentration +30)
9th—gate, mass heal (DC 29), miracle, overwhelming presence (DC 29), quickened righteous might
8th—antimagic field, discern location, quickened divine power, greater spell immunity, holy aura (DC 28)
7th—control weather, holy word (DC 27), greater scrying (DC 27), repulsion (DC 27), waves of ecstasy (DC 27)
6th—heal (DC 26), heroes’ feast, joyful rapture, quickened silence (DC 22), wind walk, word of recall
5th—breath of life, quickened divine favor, fickle winds, greater command (DC 25), plane shift (DC 25), serenity (DC 25)
4th—death ward, dismissal (DC 24), divine power, freedom of movement, greater magic weapon (2)
3rd—daylight, invisibility purge, locate object, prayer, stone shape, wind wall
2nd—consecrate, find traps, grace (2), make whole, remove paralysis, silence (DC 22)
1st—bless, divine favor, endure elements, obscuring mist (2), remove sickness, shield of faith
0—create water, detect magic, guidance, purify food and drink
Str 30, Dex 27, Con 30, Int 23, Wis 30, Cha 25
Base Atk +25; CMB +36; CMD 75
Feats Combat Reflexes, Dazing Assault, Deadly Aim, Furious Focus, Improved Critical (halberd), Improved Initiative, Lightning Reflexes, Manyshot, Point-Blank Shot, Power Attack, Quicken Spell, Rapid Shot, Weapon Focus (halberd)
Skills Craft (any) +34, Diplomacy +35, Disguise +15, Fly +23, Heal +17, Knowledge (history, planes, religion) +34, Perception +38, Perform (any one) +35, Sense Motive +38, Spellcraft +31, Stealth +32, Use Magic Device +32
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (alter self), empyrean insights, lucent arms, lucent body
Empyreans are ancient beyond measure and directly serve the gods. They are immune to all calling spells, unless they choose to allow themselves to be called.
An empyrean infuses its weapons with its own inner light. Any weapon an empyrean wields gains the holy and merciful special abilities. The empyrean can suppress the merciful special ability on command as normal. An empyrean needs no ammunition for its bow (or for any other ranged weapon it may possess), as it can simply fire arrows of light. An empyrean’s weapons count as having the brilliant energy special ability whenever it would be beneficial to the empyrean.
Each empyrean is formed of the ancient essence of good. Its lucent body melds perfectly with its armor and clothing, forming a single whole. An empyrean gains a sacred bonus to its Armor Class equal to the total armor bonus of its infused armor (typically +14 from infused +5 full plate), but it suffers no restrictions or penalties for wearing armor. An empyrean can never gain an armor bonus or natural armor bonus to its Armor Class through any means.
Empyreans can cast divine spells as 20th-level clerics.
They do not gain access to domains or other cleric abilities.
Empyreans are a race of ancient angels created by the gods before the dawn of mortalkind. Among the angelic hosts, empyreans serve outside of the usual chain of command.
Standing 15 feet tall and clad in the trappings of mortality, which wrap their brilliant forms in a shape mortals and other angels can easily understand, empyreans are physical embodiments of the good energy of a deity or deific being, and they answer only to that higher power.
While other angels arise from an amalgam of good souls or the soul of an ascended mortal, the birth of a new empyrean is a momentous event, for it occurs only if another empyrean is slain. To fill the void, the remaining empyreans temporarily become receptive to the energy of good deities other than their original progenitors, which can eventually cause an empyrean to split in two.
The offspring empyrean shares many of the memories and personality traits of the original, but its power is influenced by the deity who sparked its creation.
Empyreans serve as secret agents for deities—operatives who can be trusted to perform sensitive tasks, especially those that require a long view. Unlike solars, who often become slayers of great evils, empyreans rarely pick fights, but when they do, they prefer to use their deities’ favorite weapons.
Empyrean paragons stand among the most powerful servants of good deities, and a given deity can have at most one paragon. Empyrean paragons vary from CR 23 to CR 30.
Each paragon possesses a unique ability tied to its deity. The following are a few examples of such powers.
The paragon glows like the sun, shining light in a radius of up to 1 mile. This light automatically shines through and dispels all effects with the darkness descriptor, and counts as true sunlight for all purposes (including harming undead that are vulnerable to sunlight).
The paragon is surrounded by rose petals and songbirds. It gains a 30-foot aura that has the effects of euphoric tranquility and that affects creatures for as long as they remain in the aura and for 1d4 rounds thereafter. A creature that succeeds at its Will save ends the effect completely, but if the effect expires naturally, the creature can accept the effects of an atonement spell to change its alignment to neutral good.
Either way, the creature is immune to this ability’s effects for 24 hours.
The paragon’s protective aura is extraordinarily powerful. It acts as a globe of invulnerability instead of a lesser globe of invulnerability, and all allies within the aura except the paragon take half damage from all attacks.
The paragon’s blade is fueled by honor. The paragon is lawful good and gains bestow grace of the champion as a constant spell-like ability, except the paragon counts as a 20th-level paladin for the purposes of lay on hands and smite evil and gains the number of daily uses of each that it would as a 20th-level paladin.
Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.