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Principality, the Patrons of Civilization
Large Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 29d8+261 (395 hp)
Initiative: +10
Speed: 50 ft. (15 squares), fly 150 ft. (Good)
Armor Class: 46 (-1 size, +6 dexterity, +10 armor (+5 moderate fire resistance mithril breastplate), +14 natural, +7 deflection), touch 22, flat-footed 40
Base Attack/Grapple: +29/+41
Attack: +6 defending, merciful quarterstaff +42 melee (1d10+18) or +4 flaming, holy, keen adamantine longsword +39 melee (2d6+12+2d6 against evil+1d6 fire) or slam +39 melee (2d8+8)
Full Attack: +6 defending, merciful quarterstaff +42/+37/+32/+27 melee (1d10+18) or +4 flaming, holy, keen adamantine longsword +39/+34/+29/+25 melee (2d6+12+2d6 against evil+1d6 fire /17-20) or 2 slams +39 melee (2d8+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, spells, turn evil
Special Qualities: Aura of Menace, damage reduction 15/epic and evil, darkvision 60 ft., immunity to electricity and petrification, low-light vision, outsider traits, protective aura, spell resistance 39, teleport, tongues
Saves: Fort +25, Ref +22, Will +28
Abilities Str 26 (+8), Dex 22 (+6), Con 28 (+9), Int 30 (+10), Wis 34 (+12), Cha 26 (+8)
Skills: 16 skills with 31 ranks and 1 with 26 ranks
Feats: Augment Summoning, Empower Spell, Enlarge Spell, Heighten Spell, Improved Initiative, Purify Spell, Quicken Spell, Spell Penetration
Epic Feats: Improved Metamagic (x2)
Environment: The Seven Mounting Heavens of Celestia
Organization: Solitary, pair, or delegation (3-5)
Challenge Rating: 25
Treasure: No coins, double goods, standard items
Alignment: Always Lawful Good
Advancement: By class level
Level Adjustment: –
[i]
Combat
As befits beings primarily concerned with the growth and patronage of mortal civilizations, Principalities are not particularly inclined towards combat and will only fight if pressed. Still, they are no cowards and will not hesitate to draw their blazing swords in defense of their pupils.
Aura of Menace: As per the Archon ability, save DC is 34
Spells Principalities can cast divine spells as 22th-level clerics. A principality has access to two of the following domains: Air, CommunityBOED, Good, Law, and Protection. The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/8/8/7/7/7/6/5/5+1/5; save DC 20+spell level))
0—create water, detect magic, guidance (2), resistance (2); 1st—bless (2), cause fear, detect evil, divine favor (2), entropic shield, sanctuary*, shield of faith; 2nd—align weapon, bear’s endurance (2), bull’s strength, consecrate (2), eagle’s splendor, elationBoED, shield other*; 3rd—daylight, glyph of warding, invisibility purge, magic circle against evil, protection from energy*, prayer, refreshmentBoED, wind wall; 4th—death ward (2), discern lies, dismissal, greater luminous armorBoED, greater status*, neutralize poison (2); 5th—break enchantment, commune, dispel evil, hallow, mark of justice, plane shift, scrying, telepathic bond*; 6th—banishment, heal, heroes’ feast*, mass cure moderate wounds, mass owl’s wisdom, undeath to death, word of recall; 7th—bastion of goodBoED, ethereal jaunt, holy word, regenerate, repulsion*, symbol of stunning; 8th—earthquake, fire storm, greater spell immunity, holy aura, mass cure critical wounds, mind blank*; 9th— end to strifeBoED, etherealness, gate, mass heal*, miracle, sanctify the wickedBoED.
*Domain spell. Domains: Community and Protection.
Spell-like Abilities
Summon Archons
Turn Evil: As per the Cleric ability, but also functioning on evil outsiders and elementals.