This towering angelic general has five wings of fire, a flaming bastard sword, and resplendent golden armor.
General of Vengeance CR 26
LG Huge outsider (angel, extraplanar, good, lawful)
Init +13; Senses blindsense 60 ft., darkvision 60 ft., detect evil, low-light vision, true seeing; Perception +40
Aura holy aura (DC 27), primal aura (30 ft.), protective aura
AC 44, touch 30, flat-footed 35 (+14 armor, +4 deflection, +9 Dex, +9 sacred, –2 size)
hp 604 (31d10+434); regeneration 20 (deific or mythic)
Fort +35, Ref +23, Will +27; +4 vs. poison
Defensive Abilities golden armor, righteous mantle; DR 20/epic and evil; Immune ability damage, ability drain, acid, charm effects, cold, compulsion effects, death effects, energy drain, fire, petrification; Resist electricity 30; SR 37
Speed 50 ft., fly 90 ft. (good)
Melee +5 evil-outsider–bane flaming burst holy bastard sword +46/+41/+36/+31 (3d8+21/17–20), 5 wings +35 (1d8+5 plus 1d6 fire)
Space 15 ft.; Reach 15 ft.
Special Attacks burning wings, devil’s end, smite evil (7/day)
Spell-Like Abilities (CL 26th; concentration +35)
Constant—detect evil, holy aura (DC 27), true seeing
At will—bestow grace, fire of judgment (DC 22), greater dispel magic, greater teleport, holy wordM (DC 26), geas/quest, mark of justice, shield otherM
3/day—banishment (DC 26), quickened blade barrierM (DC 25), blessing of fervor, discern location, healM
1/day—gate, meteor swarmM (DC 28), time stopM
M The General of Vengeance can use this ability’s mythic version in his realm.
Str 32, Dex 28, Con 39, Int 23, Wis 22, Cha 29
Base Atk +31; CMB +44 (+48 sunder); CMD 76 (78 vs. sunder)
Feats Combat Reflexes, Critical Focus, Dazzling Display, Greater Spell Penetration, Greater Sunder, Improved Critical (bastard sword), Improved Initiative, Improved Sunder, Intimidating Prowess, Power Attack, Quicken Spell-Like Ability (blade barrier), Shatter Defenses, Stand Still, Spell Penetration, Staggering Critical, Weapon Focus (bastard sword)
Skills Acrobatics +40, Bluff +43, Fly +43, Intimidate +54, Knowledge (nobility) +37, Knowledge (planes, religion) +40, Perception +40, Ride +40, Sense Motive +40, Stealth +35, Survival +40
Languages Celestial, Infernal; telepathy 300 ft.; truespeech
SQ lay on hands (17d6, 10/day), seed of life
Burning Wings (Su)
Devils’ End (Ex)
The General of Vengeance gains a +4 bonus on caster level checks against devils and on saving throws against their spells, as well as to the DCs of his own supernatural abilities and spell-like abilities against devils. Against his father, Dispater, this bonus increases to +8.
Golden Armor (Ex)
The General of Vengeance is never hindered by his +5 full plate, and is considered to be not wearing armor for the purposes of his maximum Dexterity bonus to Armor Class, his armor check penalty, and his speed.
Lay on Hands (Su)
The General of Vengeance’s lay on hands works as a paladin’s. He can apply any paladin mercy to his lay on hands ability, and he can use this ability on himself even when a condition or effect would otherwise deny him actions on his turn.
Primal Aura (Su)
As a free action with the General of Vengeance’s permission, any ally within the General of Vengeance’s primal aura can spend two uses of the General of Vengeance’s smite evil (or four uses of lay on hands) to instantly grant each ally within the aura the benefits of the General of Vengeance’s smite evil against an enemy of that ally’s choice.
Righteous Mantle (Ex)
The General of Vengeance inherited an affinity for fire from his mother. Fire heals the General of Vengeance a number of hit points equal to the amount of damage it would have dealt. Any fire damage dealt by the General of Vengeance ignores evil outsiders’ fire resistance and immunity to fire, and deals double damage to devils. The General of Vengeance gains a sacred bonus to Armor Class equal to his Charisma bonus. Whenever the General of Vengeance receives magical healing, he has 2 additional hit points restored per die rolled.
Smite Evil (Su)
The General of Vengeance can smite evil as a 20th-level paladin, but his smite deals extra damage only on the first hit against evil outsiders (not evil dragons or undead). He can trade two uses of lay on hands for an additional use of smite evil as many times per day as he wishes, provided he has enough uses of lay on hands available to do so.
The General of Vengeance is the son of the archdevil Dispater and a demigoddess of flame. He rejected his father’s evil, losing his sixth wing to the archdevil’s wrath, and escaped to Heaven, where he spent several millennia attempting to prove himself to the heavenly hosts and the other empyreal lords. Though many empyreal lords still find him far more bloodthirsty than they would prefer, the many centuries have proven the General of Vengeance’s honor, loyalty, and determination time and again, and the other empyreal lords have come to trust his word completely.
Now the General of Vengeance leads the war against Hell as the General of Vengeance. He is not content to plan from the sidelines and allow his forces to succeed or fail on the strength of his strategies alone. Instead, he leads by example from the forefront of his army, a shining figure of golden flame daring any foe to confront him and hewing through the ranks of devils to create a vulnerable area in the otherwise perfect infernal formation where his own armies then strike.
Thus far, his strategy has served him well, as the archdevils prefer self-preservation to risking themselves in a direct confrontation with the General of Vengeance—but it won’t take too many more successful forays before Barbatos moves to take decisive action, possibly bolstered by the forces of the General of Vengeance’s father, Dispater.
The General of Vengeance’s domain is a magnificent, towering fortress of steel and silver that stands upon the lower slopes of Heaven.
The domain is simply named the General of Vengeance’s Fortress, as the General of Vengeance has no use for a fancier appellation.
There is beauty to be found in the fortress’s design, but it is the sort of beauty and elegance of design and functionality that would be lauded by engineers and military tacticians, rather than artists and poets; the General of Vengeance specifically built his fortress to withstand a thousand-year siege and prevent ingress into Heaven for that entire duration, even by hosts of enemies that, like most evil outsiders, have access to teleportation magic.
The General of Vengeance’s Faith
The General of Vengeance’s worshipers number among them crusading knights and soldiers for justice, as well as oath-takers and those who have been grievously wronged by evil and now seek righteous vengeance. His followers must deal with the fundamental paradox of his faith: unlike those who worship forgiving empyreal lords, the General of Vengeance’s chosen fight against evil foes unwaveringly and usually without offering second chances, and yet the General of Vengeance rose to his place from the depths of Hell itself. Most worshipers don’t see this as hypocrisy but rather as a sign that the impetus for redemption must come from the former sinner, and even then not merely as an excuse to escape punishment for their sins. Thus, they don’t take the initiative to offer opportunities for redemption to evildoers, but they listen carefully, if skeptically, to any who come seeking such a chance. For his part, the General of Vengeance empathizes with the moral dilemmas of his followers, as he constantly struggles with his own darker impulses. Thus, while he is unforgiving to his foes, he is particularly forgiving when it comes to lapses of judgment from his followers, allowing a wrathful paladin atonement when others might not. Certain other faiths are quick to interpret this willingness to “bend the rules” for certain circumstances involving paladins who, perhaps, go too far in pursuing their faith’s goals as weakness in the General of Vengeance, and worry that there may be a little too much of his diabolic father lingering in his veins. The General of Vengeance has little need for pomp and circumstance in his worship, favoring utilitarian places like battlegrounds, fortresses, and war rooms as sacred spaces.
His clerics have access to the domains of Destruction, Good, Law, and Nobility, and the subdomains of Archon, Judgment, Martyr, and Rage.
Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.