This masculine, golden-skinned angel stands taller than the greatest human champion. His halo is a spinning wheel of blades above his head, and with a gesture it flies to his left arm like a deadly spiked shield, while great wings of brilliant energy manifest from his back.
Hand Of The Inheritor CR 15
AC 32, touch 14, flat-footed 27 (+5 Dex, +14 natural, +4 shield, –1 size; +4 deflection vs. evil)
hp 207 (18d10+108); regeneration 10 (evil effects or weapons)
Fort +17, Ref +16, Will +13; +4 vs. poison, +4 resistance vs. evil
DR 10/evil; Immune acid, cold, fear, petrification; Resist electricity 10, fire 10; SR 26
Speed 50 ft., fly 150 ft. (good)
Melee +2 holy longsword +23/+18/+13/+8 (2d6+9/19–20), +2/+2 heavy steel shield +27 (1d6+5 plus bull rush)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 18th; concentration +24)
At will—aid, detect evil, dispel magic, lesser restoration, magic weapon, plane shift (DC 23), remove fear
3/day—bull’s strength, burst of glory*, cure moderate wounds, flame strike (DC 21), holy smite (DC 20), mark of justice (DC 21), order’s wrath (DC 20), power word stun, prayer, raise dead, resist energy, see invisibility
1/day—blade barrier (DC 22), death ward, dispel evil (DC 21), greater magic weapon, greater restoration, heal
Str 25, Dex 21, Con 22, Int 22, Wis 24, Cha 23
Base Atk +18; CMB +26; CMD 41
Feats Cleave, Improved Initiative, Improved Shield Bash, Power Attack, Shield Master, Shield Slam, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Focus (heavy shield)
Skills Craft (weapons) +27, Diplomacy +15, Fly +6, Heal +16, Intimidate +27, Knowledge (arcana) +24, Knowledge (history) +24, Knowledge (nobility) +27, Knowledge (planes) +27, Knowledge (religion) +27, Perception +28, Sense Motive +28, Spellcraft +27, Swim +24
Languages Celestial, Common, Draconic, Infernal; truespeech
SQ divine trigger, lay on hands (15/day, 9d6 hit points, as an 18th-level paladin)
The Hand of the Inheritor radiates an aura of courage identical to that of an 18th-level paladin.
Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). The defensive benefits from the circle are not included in an angel’s statistics block.
The Hand of the Inheritor is a warrior angel, first to answer his gods call. As fast as the greatest angels, he leads the charge when her celestial armies must go to war. A veteran of countless sorties into the Abyss, the Hand fights with a song of battle on his lips and unbreakable courage in his heart. He looks like a tall, golden-skinned angel with a halo of sword-like blades, which he can also wear on his arm like a spiked shield. He may manifest or hide a pair of feathered wings at will, which may be any color, though he does not actually need them to fly.
The Hand is not a diplomatic angel, and is rarely called upon when the situation requires someone willing to mince words.
The Hand of the Inheritor does not need to eat or sleep, though he is known to take a long pause after a great battle to think about fallen comrades with other veterans.
He sometimes refers to his halo-shield as if it were an independent being, though it acts according to his will; as a free action he can pull a +2 longsword from the halo-shield at any time and wield it as a weapon, though the sword vanishes if ever separated from him.
Habitat & Society
The angel focuses on honorable combat, the preservation of just rulers, and valorous deeds. When he is not needed, he guards noble souls through the Astral plane, patrols the borders of his lords realm in search of abominations from the Abyss, duels devils on neutral ground to better learn their tactics, and watches over youths his patron has marked for greatness.
He enjoys battle hymns and marching music, though his voice is more suited for harmonizing with a true performer than leading a song. He is adept at determining if a rampaging monster intends evil or if it is merely hungry, and is merciful enough to only slay the ones intending to do wrong. Likewise, he feels no guilt in slaying those who embrace evil, but strikes to subdue when his opponent is magically controlled or otherwise compromised in his decision-making.
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.