The guardian angels of life fly so high as to be beyond our sight, but they are always looking down upon us. ~Jean Paul Richter
Unsized Outsider (angel, extraplanar, good, incorporeal)
Hit Dice: 48d8+480 (864 hp)
Speed: Fly 500 (perfect)
Armor Class: 66 (+20 deflection, +8 dex, +24 exalted), touch 66, flat-footed 58
Base Attack/Grapple: +48/+48
Attack: Incorporeal Touch +65 melee (unmaking touch)
Full Attack: Incorporeal Touch +65 melee (unmaking touch)
Space/Reach: 5 ft./100 ft.
Special Attacks: Godspoken, heaven's light, spell-like abilities, tears of god, unmaking touch
Special Qualities: Angel traits, chosen of heaven, damage reduction 30/epic and evil, go to the need, immunity to acid, cold, fear, fire, mind-affecting effects and petrification, incorporeal traits, mal'akh traits, outsider traits, resistance to electricity 20, spell resistance 46, tongues
Saves: Fort +38, Ref +40, Will +45
Abilities: Str -, Dex 27 (+8), Con 30 (+10), Int 28 (+9), Wis 45 (+17), Cha 50 (+20)
Skills: Concentration +61, Decipher Script +60, Diplomacy +71, Heal +68, Hide +59, Intimidate +71, Knowledge (any 6) +60, Listen +68, Search +60, Sense Motive +68, Spellcraft +60, Spot +68
Feats: Deflect Arrows, Empower Spell-like Ability (heavenly lightning storm), Flyby Attack, Ghostly Grasp
, Great Fortitude, Improved Initiative, Intuitive Attack
, Iron Will, Lightning Reflexes, Purify Spell-like Ability, Run, Transdimensional Spell
Epic Feats: Enhance Spell, Epic Devotion (good), Epic Reflexes, Exceptional Deflection, Tenacious Magic (nailed to the sky)
Challenge Rating: 36
Alignment: Any good
Advancement: 49+ (unsized)
Level Adjustment: -
A shekinah often appears as a humanoid constructed out of milky marble, though its movements are anything but rigid and despite its sexless form has a distinct feminine feel. It appears to be of great stature, hundreds of feet tall at least, but its exact dimensions are almost impossible to observe. In backdrop to it is blazing colors and patterns of such blinding vividness that they threaten to overwhelm.
The shekinah are beings devoted to watching over entire worlds, guarding it from the greatest of dangers from space, and some say it is the approach of elder evils or beings of great power from other worlds. Others say they are more as guardians of evil already contained within the locales they watch over. Both are actually the case, along with their task of keeping an eye on the world as a whole and reporting back what they witness. Only in the rarest instances do they actually descend upon their planet, and then only to witness a world-shattering event or give a great blessing.
A shekinah is foremost a watcher and only moves into battle when the world as a whole is put in jeopardy, though will report many lesser deeds to other celestials, giving aid if it is still required. Usually then it will teleport down and use its unmaking touch if it cannot reason with its foe. If this is still not enough it may even unshield itself, blazing away its sight so as to make it more easily targeted with its spell-like abilities.
A shekinah's natural weapons, and any weapon it wields, is treated as being good-aligned, epic, and starmetal for the purpose of overcomingdamage reduction.
A shekinah does not require breath and is perfectly comfortable underwater or in airless environs.
A mal'akh is continuously affected as by a Foresight spell.
A mal'akh'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 54). This deafness lasts until the victim heals its sonic damage or becomes the recipient of a cure blindness/deafness spell.
Great Awareness (Ex):
Though a shekinah usually resides hundreds of miles above the surface they are capable of seeing all. There is no limit to how far they can see as long as they concentrate. They may even see straight through solid surfaces as x-ray vision except they are not obstructed by metals or stone. While looking through solid objects their sight is limited to five feet (in addition to the x-ray vision granted by the mal-akh type), though if they were to, for example, see into a cavern their sight would then work normally again. This vision is alike to blindsight and as such is not hindered by darkness. To find specific places they must know the exact location to look, though they can scan entire areas in the attempt.
Head of a Pin (Ex):
A shekinah does not conceive of space and size as other creatures. They can appear hundreds of feet tall or almost smaller than can be seen but always remain the same 'size' if the word can even be applied. They gain no bonuses or penalties based on size, though they do gain a reach of 100 ft. As their size and exact distance is impossible to determine, even if those targeting them with a spell or attack withstands their heaven's light ability, they still suffer a 50% miss-chance. A second use True Seeing can negate the miss-chance, though they must succeed on a DC 54 will save or go insane for as long as they witness the shekinah and for 1d4 hours afterward. A being insane from seeing a shekinah's true form does not attack unless assaulted first. They are referred to as 'unsized'. The save DC is Charisma-based.
Heaven's Light (Ex):
A shekinah 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 54) 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.
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 shekinah. 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 48th). This aura can be dispelled, but the shekinah 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 40th. Save DC's are Charisma-based.
At Will - Analyze Dweomer (DC 36), Control Weather, Detect Aberration, Detect Undead, Greater Scrying (DC 37), Invoke the Cerlean Sign (DC 33), Overland Flight, Plant Growth, Sunbeam
3/day - *Heavenly Lightning Storm (DC 37), Soul Scry, Sympathy (DC 39), Teleportation Circle
1/day - Eclipse, Nailed to the Sky
* From the Book of Exalted Deeds.
Tears of God (Su)
: Each round that a shekinah is wounded its blood, bright as a ray of sunlight falls, causes the ground to split open as an Earthquake spell. If it strikes water it instead acts as the Waterspout spell (Stormwrack, p. 124). As well, all ground in the area of the earthquake becomes Hallowed, and all water in the area of a waterspout becomes holy water. If the hallowed area possesses an unhallowed area then an opposed caster level check is made. Caster level 40th. Save DC's are Fortitude-based.
A shekinah can speak with any creature that has a language, as though using a tongues spell (caster level 48th). This ability is always active.