Zairies

Quite possibly our most powerful celestial ally Zairies serves Sarenrae unconditionally.

Description:

Zairies has been watching the group at Sarenrae’s command, especially the group’s Wizard and Clerical Acolyte Jaidin. Zairies sees the plight of the group and while feeling a bit detached he realizes that the group is going to face the wrath of the hordes of Hell at some point. He is a General in the Armies of the Sun and would like nothing else than to assist the Emissars in defeating the tyrants that spill from the mouth of the aforementioned Outer Plane of existence. Zairies wields a Quarterstaff rather than the traditional Greatsword of most of his Planetarian peers. While potent in all manner of melee combat it is the wisdom of an Angel of Sarenrae’s Host that keeps Zairies head and shoulders above many of his brethren. Soft spoken and mild-mannered Zairies saves his indignation for powerful Devils that tempt and sway the spirits and even souls of good creatures. This Planetar has Solars that far exceed his humble position and set of Angelic powers, yet Zairies has gained the favor of the Goddess of the Sun on multiple occasions. Perhaps the safe-keeping of a certain Jaidin Al’-Hazir and his allies will prove to be the final deed before advancing to the Eighth Rank of Celestial Prominence and becoming truly like the Goddess of the Sun as a new-born Solar and a Light when all others Fade. Zairies hopes this with all his being because Jaidin Al’-Hazir and his companions are on a collision course with powers few will ever confront.

Zairies.jpg

Bio:

Angel, Planetar
Muscular, bald, and tall, this humanoid creature has emerald skin and two pairs of shining, white-feathered wings.

PLANETAR CR 16
XP 76,800
NG Large outsider (angel, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect evil, detect snares and pits, low-light vision, true seeing; Perception +27
Aura protective aura
DEFENSE

AC 32, touch 13, flat-footed 28 (4 Dex, +19 natural, –1 size; +4 deflection vs. evil)
hp 229 (17d10
136); regeneration 10 (evil weapons and effects)
Fort +19, Ref +11, Will +19; +4 vs. poison, +4 resistance vs. evil
DR 10/evil; Immune acid, cold, petrification; Resist electricity 10, fire 10; SR 27
OFFENSE

Speed 30 ft., fly 90 ft. (good)
Melee 3 holy greatsword +27/22/17 (3d615/19–20) or slam 24 (2d812)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 16th)
Constant—detect evil, detect snares and pits, discern lies (DC 20), true seeing
At will—continual flame, dispel magic, holy smite (DC 21), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear (DC 18), speak with dead (DC 20)
3/day—blade barrier (DC 21), flame strike (DC 22), power word stun, raise dead, waves of fatigue
1/day—earthquake (DC 25), greater restoration, mass charm monster (DC 25), waves of exhaustion
Spells Prepared (CL 16th)
8th—earthquake (DC 25), fire storm (DC 25)
7th—holy word (DC 24), regenerate (2)
6th—banishment (DC 23), greater dispel magic, heal, mass cure moderate wounds (DC 23)
5th—break enchantment, dispel evil (2, DC 22), plane shift (DC 22), righteous might
4th—death ward, dismissal (DC 21), neutralize poison (DC 21), summon monster IV
3rd—cure serious wounds (2), daylight, invisibility purge, summon monster III, wind wall
2nd—align weapon (2), bear’s endurance (2), cure moderate wounds (2), eagle’s splendor
1st—bless (2), cure light wounds (4), shield of faith
0 (at will)—detect magic, purify food and drink, stabilize, virtue
STATISTICS

Str 27, Dex 19, Con 24, Int 22, Wis 25, Cha 24
Base Atk +17; CMB +26; CMD 40
Feats Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Toughness
Skills Acrobatics +24, Craft (any one) +26, Diplomacy +27, Fly +26, Heal +24, Intimidate +27, Knowledge (history) +23, Knowledge (planes) +26, Knowledge (religion) +26, Perception +27, Sense Motive +27, Stealth +20
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (alter self)
ECOLOGY

Environment any good-aligned plane
Organization solitary or pair
Treasure double (+3 holy greatsword)
SPECIAL ABILITIES

Spells Planetars cast divine spells as 16th-level clerics. They do not gain access to domains or other cleric abilities.
Planetars are the generals of celestial armies. A typical planetar stands 9 feet tall and weighs 500 pounds. They focus on combat and the destruction of evil; though they understand diplomacy, a planetar would rather lead the charge against an army of fiends than negotiate peace.

Zairies

The Shattered Star Jaidin_Al_Hazir