GhaeleCR 13

Always CG Medium Outsider (Chaotic, Extraplanar, Good)

Init +5; Senses darkvision 60 ft., low-light vision; Listen +16, Spot +16

Languages Celestial, Infernal, Draconic; tongues

AC 25, touch 11, flat-footed 24, or 14 (+1 Dex, +3 deflection), touch 14, flat-footed 13; protective aura
(+1 Dex, +14 natural)

hp 65 (10 HD); DR 10/evil and cold iron

Immune electricity, petrification

Resist cold 10, fire 10; SR 28

Fort +9, Ref +8, Will +10

Speed 50 ft., fly 150 ft. (perfect)

Melee +4 holy greatsword +21/+16 (2d6+14/19-20)

Ranged 2 light rays +11 touch (2d12)

Space 5 ft.; Reach 5 ft.

Base Atk +10; Grp +17

Atk Options Combat Expertise, Improved Disarm, Improved Trip

Special Actions alternate form

Spell-like Abilities (CL 12):

At will—aid, charm monster (DC 17), color spray (DC 14), comprehend languages, continual flame, cure light wounds (DC 14), dancing lights, detect evil, detect thoughts (DC 15), disguise self, dispel magic, hold monster (DC 18), greater invisibility (self only), major image (DC 16), see invisibility, greater teleport (self plus 50 pounds of objects only)

1/day—chain lightning (DC 19), prismatic spray (DC 20), wall of force

The save DCs are Charisma-based

Typical Cleric Spells Prepared (CL 14):

0—cure minor wounds, detect magic, guidance, light, resistance, virtue

1—bless, calm animals*, command, divine favor, obscuring mist, sanctuary, shield of faith

2—aid, align weapon, bear's endurance, hold animal*, lesser restoration, remove paralysis, zone of truth

3—daylight, gaseous form*, prayer, remove curse, searing light, water breathing

4—death ward, dismissal, divine power, restoration, summon nature's ally IV* (animal)

5—control winds*, flame strike, raise dead, true seeing

6—banishment, blade barrier, chain lightning*, heal

7—animal shapes*, holy word, summon monster VII

Abilities Str 25, Dex 12, Con 15, Int 16, Wis 17, Cha 16

Feats Combat Expertise, Improved Disarm, Improved Initiative, Improved Trip

Skills Concentration +15, Diplomacy +5, Escape Artist +14, Handle Animal +16, Hide +14, Knowledge (any two) +16, Listen +16, Move Silently +14, Ride +16, Sense Motive +16, Spot +16, Use Rope +1 (+3 with bindings)

Advancement 11-15 HD (Medium); 16-30 HD (Large)

Alternate Form (Su) A ghaele can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form.

Gaze (Su) In humanoid form-slay evil creatures of 5 or less HD, range 60 feet, Will DC 18 negates. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Nonevil creatures, and evil creatures with more than 5 HD, must succeed on a DC 18 Will save or suffer the fear effect. The save DCs are Charisma-based.

Light Ray (Ex) A ghaele in globe form can project light rays with a range of 300 feet. This attack overcomes damage reduction of any type.

Protective Aura (Su) 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 ghaele. 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 ghaele's HD). (The defensive benefits from the circle are not included in a ghaele's statistics block.)

Tongues (Su) Ghaeles can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Spells Ghaeles in humanoid form can cast divine spells as 14th-level clerics. A ghaele has access to two of the following domains: Air, Animal, Chaos, Good, or Plant (plus any others from its deity). The save DCs are Wisdom-based.