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Arcanotheign

This woman-shaped cloud of swirling black-and-white energy flickers like lightning, with raw magical power playing about her fingertips.

Arcanotheign CR 15

XP 51,200
N Medium outsider (herald, incorporeal)
Init +12; Senses blindsense 60 ft., darkvision 60 ft., arcane sight 120 ft.; Perception +25; Aura energy channel (30 ft., DC 26)

DEFENSE

AC 27, touch 27, flat-footed 18 (+8 deflection, +8 Dex, +1 dodge)
hp 195 (17d10+102)
Fort +18, Ref +13, Will +17; +2 vs. chaos/evil/good/law
Defensive Abilities incorporeal; Immune poison; Resist acid 30, cold 30, divine power 30 (such as from flame strike), electricity 30, fire 30, sonic 30; SR 31

OFFENSE

Speed 40 ft., fly 60 ft. (perfect)
Melee 2 incorporeal touches +25 (4d6 plus energy channel)
Ranged 2 eldritch blasts +25 touch (4d6 plus special)
Spell-Like Abilities (CL 17th; concentration +25)

Constantarcane sight, protection from chaos/evil/good/law
At willclairaudience/clairvoyance, greater teleport (self plus 50 lbs. of objects only)
3/daycloudkill (DC 23), cure critical wounds, lightning bolt (DC 21), telekinesis (DC 23)
1/dayharm (DC 24), heal, limited wish (DC 25), plane shift (DC 25)

STATISTICS

Str —, Dex 27, Con 22, Int 31, Wis 20, Cha 27
Base Atk +17; CMB +25; CMD 44
Feats Combat Casting, Combat Reflexes, Command Undead, Dodge, Great Fortitude, Greater Spell Penetration, Improved Initiative, Iron Will, Spell Penetration
Skills Craft (alchemy) +30, Diplomacy +25, Fly +36, Heal +22, Intimidate +25, Knowledge (arcana, planes, religion) +30, Knowledge (history) +27, Linguistics +27, Perception +25, Perform (sing) +25, Sense Motive +25, Spellcraft +30, Stealth +28, Use Magic Device +28
Languages Abyssal, Celestial, Common, Draconic, Infernal, Protean, +1 additional; telepathy 100 ft.
SQ change shape (corporeal form)

SPECIAL ABILITIES

Corporeal Form (Ex)

As an immediate action, the herald can take physical form, losing its incorporeal special quality and subtype and its deflection bonus to AC, but gaining a Strength score of 20 and a natural armor bonus equal to its incorporeal deflection bonus.

Eldritch Blast (Su)

The herald chooses an additional effect for its eldritch blasts each round (DC 26 negates). A creature that fails its saves against both blasts in the same round suffers an increased effect. The save DC is Charisma-based.

  • Dement (Will): The creature is confused for 1 minute. Increased effect: The creature goes insane (as insanity).
  • Displace (Fortitude): The creature teleports (as dimension door) 5 feet in a random horizontal direction at the end of its turn each round for the next 10 rounds. Increased effect: The creature is affected by maze.
  • Ignite (Reflex): The creature takes 2d6 points of fire damage. Increased effect: The creature catches on fire.

Energy Channel Aura (Su)

On its turn, the herald can channel energy (Will DC 26 half) to deal 2d6 points of acid, cold, electricity, or fire damage to each creature in its aura. A creature struck by its incorporeal touch attack also takes this damage (no saving throw). The save DC is Charisma-based.

ECOLOGY

Environment any (extraplanar)
Organization solitary
Treasure standard

The Arcanotheign is a mysterious creature serving a mad god. Because her creator sends her on missions to heal, destroy, or spy, she is familiar with creatures of the mortal world, yet still very much an outsider, and she is fascinated by the intricacies of mortal interactions and history. In her natural, incorporeal form, she is a storm of magic, immediately recognizable as a creature of the arcane and divine. Ever curious, she often asks personal, direct questions of those she is sent to interact with, even as she repairs their wounds or tears their souls from their bodies. Sometimes she is told to assume a physical form, and lives among humanoids as a mysterious oracle for days or weeks, observing those near her and giving cryptic answers to those who dare approach her. She stands just over 7 feet tall, and has a habit of floating a few inches above the ground instead of walking.

Ecology

The Arcanotheign understands she is foreign to mortal life and mortal needs. She enjoys experiencing new aromas and tastes; someone wishing to get on her good side should bring her strongly scented flowers, a tasty meal, or some other physical object that may be new to her experience, even if humans would think it stinks or is inedible. She is interested in animals, and if she spends much time in the same place, she may “adopt” those living near her, especially orphaned ones. Some in the church suspect that her attention can cause mutations in these creatures, either directly or in its offspring, creating strange hybrids or magical creatures. The Arcanotheign has a lesser interest in children, though if a lost child finds its way to her, she is more likely to protect it or return it home than to ignore or harm it. Some of these children develop sorcerous power, typically with the arcane or destined bloodline.

Habitat & Society

As a supernatural creature created in a moment of lucidity by an insane, omniscient god, the Arcanotheign is often left to her own devices when her master does not need her, and wanders the planes searching for new sensations and meaning to her existence and that of the multiverse. She is a lonely creature and welcomes those who would speak to her as part of a normal conversation rather than an attempt to get information from her.

Her affection for animals is related to this; they are simple creatures who make no demands of her, and her habit of animating giant bears, lions, and other animals out of earth, stone, or wood represents her respect for animals she has known in the past ages.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Inner Sea Gods © 2014, Paizo Publishing, LLC; Authors: Sean K Reynolds, with Amanda Hamon, James Jacobs, John Ling, Mark Moreland, David N. Ross, F. Wesley Schneider, Amber E. Scott, Tork Shaw, James L. Sutter, Jerome Virnich.