This creature resembles a man-sized column of white fire. Within the burning fires seems to be a winged humanoid-shaped creature dressed in shining armor.
Empyreal CR 15
AC 27, touch 13, flat-footed 23 (+4 Dex, +14 natural, –1 size; +4 deflection vs. evil)
hp 136 (13d10+65)
Fort +15, Ref +12, Will +8; +4 vs. poison, +4 resistance vs. evil
DR 10/evil; Immune acid, cold, petrification, death effects; Resist electricity 10, fire 10; SR 26
At will—aid, continual flame, discern lies (DC 19), dispel magic, holy smite (DC 19), invisibility (self only), plane shift (DC 22), remove curse (DC 19), remove disease (DC 18), remove fear (DC 16)
5/day— cure moderate wounds
3/day— blade barrier (DC 21), cure serious wounds, flame strike (DC 20), scorching ray (3 rays)
1/day— heal, raise dead
Str 24, Dex 18, Con 20, Int 18, Wis 18, Cha 20
Base Atk +13; CMB +21; CMD 35
Feats Alertness, Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Weapon Focus (longsword)
Skills Diplomacy +21, Fly +22, Heal +20, Intimidate +18, Knowledge (planes) +20, Knowledge (religion) +17, Perception +28, Sense Motive +24, Stealth +16, Survival +20; Racial Modifiers +4 Perception
Languages Celestial, Common, Draconic, Infernal; truespeech
Gear +3 flaming longsword
An empyreal radiates an aura in a 30-foot radius spread around its form. Any non-evil creature in this area must succeed on a DC 23 Will save or be overcome with awe and unable to attack the empyreal that round.
Evil creatures within the area must make a successful DC 23 Will save or be unable to even look at that empyreal for one day. An affected evil creature functions as if blinded (as the blindness spell) when attacking that empyreal. On a successful save, a creature is immune to the aura of goodness of that empyreal for one day. The save DC is Charisma-based and includes a +2 bonus.
Once per day, an empyreal can increase the radiance of its form and release it in a cone-shaped blast to a range of 60 feet that deals 15d6 points of damage and blinds any creature in the area (as the blindness spell) for 3d6 minutes. Affected creatures can make a successful DC 21 Reflex save to halve the damage and avoid being blinded. The save DC is Constitution-based.
Environment any good-aligned plane
Organization solitary or group (2–4)
Treasure double standard
Empyreals are knights and warriors in the service of good deities. While closely associated with other angels, empyreals are often found leading holy armies against the forces of evil. They are fiery, quick-tempered, and forceful, but always fair. In the upper planes those that serve as commanders spend their time organizing their troops and planning strategies. While the more powerful empyreals serve as commanders, the lesser can be found performing any number of duties, whether it is acting as guard, servant, or messenger.
Empyreals that enter combat prefer to attack their opponents with a mixture of magic and direct physical attacks with their longswords. Against powerful foes, an empyreal uses its radiant blast to catch as many foes as it can in the area of effect. During battle, an empyreal often stays aloft where it can blast its foes with spells while staying out of melee range.
Empyreal from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.