In order for the light to shine so brightly, the darkness must be present. - Francis Bacon
Huge Outsider (angel, good, extraplanar)
Hit Dice: 32d8+128 (384 hp)
Speed: 100 ft., fly 250 ft. (good)
Armor Class: 43 (+6 deflection, +13 dex, +16 exalted, -2 size), touch 43, flat-footed 27
Base Attack/Grapple: +32/+44
Attack: Slam +45 melee (2d8+4 plus unmaking touch)
Full Attack: 2 slam +45 melee (2d8+4 plus unmaking touch)
Space/Reach: 15 ft./30 ft.
Special Attacks: Godspoken, heaven's light, inhabit, spell-like abilities, touch of peace, twilight summons
Special Qualities: Angel traits, damage reduction 10/epic and evil, holy shroud, immunity to acid, cold, fear, fire and petrification, mal'akh traits, outsider traits, pardoned from perdition, protective aura, resistance to electricity 20, spell resistance 36, tongues, umbral
Saves: Fort +27, Ref +31, Will +29
Abilities: Str 19, Dex 36 (+13), Con 16, Int 25 (+7), Wis 28 (+9), Cha 23
Skills: Bluff +39, Concentration +38, Diplomacy +41, Heal +44, Hide +40, Intimidate +41, Knowledge (any 3) +42, Listen +44, Move Silently +48, Search +42, Sense Motive +44, Spot +44, Tumble +48
Feats: Combat Expertise, Fade Into Violence
, Great Fortitude, Improved Disarm, Improved Toughness, Iron Will, Pure Soul
, Spirit Sense
, Supernatural Crusader
, Weapon Finesse
Epic Feats: Epic Fortitude
Challenge Rating: 26
Alignment: Any good
Advancement: 33-56 HD (Huge), 57-70 HD (Gargantuan), 71+ HD (Colossal)
Level Adjustment: -
Hisromams seem to be as substantial as a shadow and twice as dark, with a form just as malleable, though there outline tends to coincide with the favorite form of their deity. In the brightest of light, or in the presence of good-aligned individuals, vast, wispy wings seem to spread from the shadows they occupy.
Hisromams, also known as Penumbral Angels, are literally the shadows of the gods. They are unassuming beings who tend to stay in the background, remaining unseen even more than is usual. Despite this they are amongst the most social of the mal'akh, dealing with their deity's followers on an intimate level. They often use the devout as willing vessels to interact with others where there presence would be harmful or frightening or so that they may enter locales of great evil where they would otherwise be detected. Because of their unique abilities they are often sent as spies or for rescue missions into the darkest pits of the lower planes.
A hisromam prefers to do their tasks beneath notice, or to use a willing vessel. They are not cowardly and will defend the life of their vessel or wards with their very lives, but simply prefer stealth over battle. If discovered they prefer to put them into a deep sleep and modify their memories so as not to recall their presence. If worse comes to worse however they stretch out to an unnatural length to unmake their enemy.
A hisromam's natural weapons, and any weapons it wields, is treated as epic, good-aligned, and ghost-touch for the purpose of overcoming damage reduction.
A hisromam's voice, no matter what tongue it speaks, is so powerful that everything within a 100-foot cone is affected as by the Shatter spell (shatterable objects only, though magical objects of those materials can also be affected). All creatures in a 60-foot radius take 10d6 points of sonic damage and become temporarily deafened. A fortitude save halves this damage and the target is not deafened (DC 30). This deafness lasts until the victim heals its sonic damage or becomes the recipient of a cure blindness/deafness spell.
Heaven's Light (Ex):
A hisromam is constantly illuminated by a light that exceeds that of the sun. Any creature that witnesses this light must succeed on a Fortitude save (DC 30) each round or become permanently blind as their eyes literally melt from their sockets. They usually use their invisibility, but if True Seeing, a Divination spell, or Clairsentient power is used to witness them those doing so must also succeed on a save.
Evil-aligned creatures exposed to this light must succeed on the save or die. Even if they make their save against death they are automatically blinded if they have less HD than the mal'akh.
A remove blindness/deafness spell does not replace the lost eyes or cure the blindness. A heal spell restores both the creature's eyes and its vision. Good-aligned outsiders or petitioners are immune to heaven's light.
This light counters and dispels any darkness, shining forth as if it weren't there.
Holy Shroud (Su):
A hisromam resists detection, and is treated as if affected by a nondetection and undetectable alignment spell of a caster level equal to the hisromam's HD.
A hisromam is capable of letting a tiny portion of its spirit inhabit a good-aligned creature that gives it leave. This ability will not function if the host is forced to allow inhabitation. Protection from evil does not hinder the hisromam from inhabiting as its host is perfectly willing. Physical harm to the inhabited creature does not harm the hisromam. The hisromam uses its own mental scores, but retains the host's physical scores. The hisromam has full access to the host's memories and can use any ability the host possesses.
The inhabited creature is affected as by a Heal spell if damage taken reduces it lower than 10 HP. If the inhabited creature is killed it is automatically affected as by a True Resurrection spell. The hisromam must gain its permission to reinhabit after its host is killed. It gains an aura of good as a cleric as the same level as the hisromam's HD. Natural weapons and all weapons it wields are considered good-aligned for the purpose of overcoming damage reduction.
The hisromam does not actually physically enter its host in any way. It can see simultaneously with its own perceptions as well as it's hosts eyes.
Pardoned From Perdition (Sp):
A hisromam can resurrect a being once per day if their victim was non-evil and the celestial feels they deserve a second chance. The hisromam may resurrect the target even if the paradoned being does not wish to be resurrected or a pact was made between them and the fiend for their soul.
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 hisromam. 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 32). This aura can be dispelled, but the hisromam can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angelís statistics block.)
Caster level 30th. Save DC's are Charisma-based and gain a +4 holy bonus.
At Will - *Attune Form, Blindness/Deafness (DC 23), *Demon Dirge (DC 23), Detect Thoughts (DC 23), *Devil Blight (DC 23), Modify Memory (DC 24)
6/day - Freedom of Movement, Probe Thoughts (DC 26), Shades, True Resurrection
3/day - Holy Aura (DC 28), Summon Monster IX
* From the Planar Handbook
Touch of Peace (Su):
A hisromam can cause any being it touches to make a DC 32 will save be affected as by the Sleep spell, except they may choose which targets to affect and it has no HD limit. This is in addition to the Unmaking Touch ability. They may use this ability through any being they inhabit. The save DC is Charisma-based.
Any creature a hisromam summons also has the Shadow template applied to it (see Lords of Madness, p. 167).
A hisromam is a living holy shadow, blending perfectly into any other shadow and vanishing in darkness, while appearing as a weak, unattached shadow in areas of full light. Evil creatures produce an area of shadow out to 60 feet, even in bright light, in regards to what a hisromam can hide within. Evil outsiders and tainted or vile creatures produce complete darkness to twice that distance. On evil aligned planes a hisromam is considered to be in continuous absolute darkness, though they can see perfectly clearly. A true-seeing spell only causes the caster to be exposed to their heaven's light, though even if they make the save the hisromam is still unseen as the light completely obscures them from view, granting total concealment.
Because of their shadowed existence they are immune to extra damage from critical hits, ability damage, disease, drowning, and poison. They take only half damage from acid, electricity, and fire of all kinds. They can see in pitch darkness as if it were brightly lit, and can even see within areas of magical darkness except those produced by an Utterdark spell. Finally, they can move up walls, across ceilings, even along moving water without a reduction in speed and can slip between cracks or under doorways because of their two-dimensional nature.
A hisromam can speak with any creature that has a language, as though using a tongues spell (caster level 32). This ability is always active.