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BalisseCreature 8


NGMediumAngelCelestial
Source
Perception +18 ((+20 to detect lies and illusions); darkvision)
Languages Celestial, Draconic, Infernal, Tongues
Skills Acrobatics +14, Diplomacy +17, Religion +18
Str +5, Dex +2, Con +4, Int +1, Wis +6, Cha +5

AC 26; Fort +16; Reflex +12; Will +18; +1 status to all saves vs. magic
HP 145
Speed 30 feet (fly 40 feet)
Weaknesses Evil 10
Resistances Fire 15

Flaming Scimitar One Action +20 (+15, +10) to hit (fire, forceful, good, magical, sweep) 2d6+8 Slashing + 1d6 Fire + 1d6 Good

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicConfessor's Aura (aura, divine, enchantment, mental)

20 feet Aura


Creatures in the balisse's aura are subject to Zone of Truth (DC 23). Additionally, if these creatures choose to honestly express their own conflicted feelings, the aura makes it easier for them to put words to those feelings.

Brand of the Impenitent Two Actions (curse, divine, evocation)

Frequency Once per day


Effect The balisse marks an evil creature within its confessor's aura as irredeemable. It can only do so after a failed attempt to convince the creature to repent. The touched creature takes a -1 status penalty to AC and saves, reduces its resistances by 2 and gains weakness 2 to good damage. The duration depends on the targets DC 26 will save.


Critical Success The creature is unaffected

Success The duration is 1 round

Failure The duration is 1 day

Critical Failure The duration is permanent

Effect: Brand of the Impenitent

Flaming Armament

Any weapon gains the effects of a Flaming property rune while a balisse wields it.

Guiding Angel (divine, transmutation)

While invisible, a balisse can spiritually attach itself to a non-evil mortal. When it does so, it merges with the mortal's body and is unable to use any of its spells and abilities other than to Interact with the mortal. It must use Guiding Angel again to leave the mortal. While merged with the mortal, the balisse can see, such as a small angel on the mortal's shoulder. Alternatively, it can communicate with the mortal using a bodiless voice only the mortal can hear.


Divine Innate Spells (DC 26, +18 to hit)

1st Level: Detect Alignment (At Will) (Evil Only), Heal
2nd Level: Invisibility (At Will) (Self Only), Remove Fear (At Will)
3rd Level: Paralyze, Remove Disease
4th Level: Divine Wrath, Remove Curse
5th Level: Tongues (Constant)

Divine Rituals

1st Level: Angelic Messenger
3rd Level: Geas
4th Level: Atone


Balisses, or confessor angels, seek to assist mortals ensnared by moral dilemmas or crises of faith. Balisses prefer to guide people to their own decisions rather than demand obedience to a higher cause, as intrinsic belief is even more powerful than blind obedience. While most balisses are fundamentally honest, they use their guardian angel ability to seem less intimidating and decrease the chance the mortal will simply acquiesce to the opinion of an obviously divine being. Balisses often form from souls of those who performed evil acts but were redeemed. Many serve the goddess Sarenrae, but they can serve other good deities and empyreal lords as well.


The celestial hosts of angels are messengers and warriors, divided into choirs based on their abilities and purviews. The majority of angels are neutral good and live in Nirvana, the plane of virtue and enlightenment. However, some angels, including several angelic deities, have different alignments, and some even dwell on other planes. Regardless of alignment, angels remain benevolent messengers possessed with magical auras to aid their allies.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.