Angel, Malakh

The paladin’s sword shines almost as if smiling before turning into a beautiful gold haired child and then into a mighty unicorn with purple hues along its white body.

Malakh Angel CR 9

XP 6,400
Skilled
NG Medium outsider (angel, extraplanar, good, shapechanger)
Init +9; Senses darkvision 60 ft., detect evil, low light vision; Perception +23
Aura protective aura

DEFENSE

AC 23, touch 15, flat footed 18 (+5 Dex, +8 natural; +4 deflection vs. evil)
hp 126 (11d8 + 77)
Fort +11, Ref +14, Will +10; +4 vs. poison, +4 resistance vs. evil
DR 10/evil; Immune acid, cold, petrification, polymorph; Resist electricity 10, fire 10; SR 20

OFFENSE

Speed 40 ft.
Melee +1 undead bane heavy mace +16/+11 (1d8+11) or slam +15 (1d4+7)
Spell Like Abilities (CL 7th; concentration +10)

STATISTICS

Str 25, Dex 20, Con 23, Int 16, Wis 21, Cha 16
Base Atk +8; CMB +15; CMD 30
Feats Alertness, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Toughness
Skills Bluff +17, Diplomacy +17, Disguise +25 (+45 when mimicking objects), Knowledge (planes) +17, Knowledge (religion) +17, Perception +23, Sense Motive +23, Stealth +19, Survival +19; Racial Bonus +8 Disguise, +20 Disguise when mimicking objects
Languages Aklo, Celestial, Draconic, Infernal; truespeech
SQ change shape (giant form I or greater polymorph), improved mimic object

SPECIAL ABILITIES

Dependent (Su)

Each malakh must select a single creature with a good alignment to act as its leader while on the Material Plane. If the malakh moves 300 yards away from the chosen creature or the creature’s alignment becomes non-good, the malakh immediately becomes sickened. Every hour thereafter, it must make a DC 15 Fortitude save to resist becoming nauseated for an hour. If the malakh is out of range of a leader for 24 hours, it takes 1d6 points of Constitution damage every day that follows. A malakh can bond with a new good aligned leader with a 24 hours ritual.

Improved Mimic Object (Ex)

A malakh can assume the shape of any Tiny- to Medium-sized object. The mimicked object always appear to be new and beautiful. A malakh gains a +20 racial bonus on Disguise checks when imitating an object in this manner.

ECOLOGY

Environment any good aligned plane
Organization solitary, pair, or host (3 24)
Treasure double (+1 undead bane heavy mace, other treasure)

The malakhim are versatile angelic servants of good-aligned gods or mortal champions. Individual malakh might act a deity’s envoy, a soldier of celestial realms, or an infiltrating spy. In its true form, a malakh appears as a human with olive skin and glowing, amber eyes. Malakhim exist only as incarnations of divine will and mortal desires, taking almost any shape they need.

Lesser Malakhim

Malakhs can shed the greater portion of their power, taking the form of holy objects or lesser divine creatures. A malakh acting as a holy bonded object cannot change its shape, but can be enchanted as normal. It is often enchanted as an intelligent item. A good-aligned spellcaster of at least 8th level with the Improved Familiar feat can acquire a limited malakh as a familiar. A limited malakh in familiar form possesses all the statistics of a cassisian angel, except that it can assume any form allowed by the polymorph spell with its change shape ability. At GM discretion, the malakh might be able to temporarily manifest its full power in a pivotal moment against an evil foe, but it afterward is immediately returned to Nirvana, with the familiar or bonded object connection permanently severed. A good-aligned character with the Leadership feat can unlock the full powers of the malakh. The malakh functions as a 15th level monstrous cohort, but also retains all familiar abilities or all bonded object abilities while mimicking objects.

Section 15: Copyright Notice

The Genius Guide to the Talented Bestiary. Copyright 2017, Rogue Genius Games; Authors: ???

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