This woman-shaped cloud of swirling black-and-white energy flickers like lightning, with raw magical power playing about her fingertips.
AC 27, touch 27, flat-footed 18 (+8 deflection, +8 Dex, +1 dodge)
Speed 40 ft., fly 60 ft. (perfect)
Constant—arcane sight, comprehend languages, protection from chaos/evil/good/law
Str —, Dex 27, Con 22, Int 31, Wis 20, Cha 27
When subject to any effect, the Arcanotheign is always treated as the most favorable alignment subtype pertaining to that effect (for example, if in the area of a holy smite, the Arcanotheign counts as a good creature, which means she takes no damage from the spell). Though she is a living creature (for the purpose of harmless spells such as deathwatch and detect undead), she counts as either a living creature or an undead creature, depending on which outcome is more favorable to her (for example, rendering her immune to both circle of death and undeath to death).
At will, the Arcanotheign can transmute nonliving objects into different shapes (as fabricate), transform solid materials into other materials (such as wood into stone or stone into metal), or imbue physical objects with temporary life (as animate objects). These transformations last 1 minute before reverting to their previous state, though the herald can extend this duration as long as she concentrates and remains within 1,000 feet of the transformed object. When animating objects, she prefers to create lifelike animals out of earth, stone, or wood, and can sustain up to four Large creatures at a time (treat as normal animals, except the animal’s natural armor increases by +5, its type changes to “construct,” and it gains construct immunities). The Arcanotheign must be within 100 feet of the object to use this ability, and can only maintain one type of transformation (alter shape, alter material, or animate objects) at a time.
As an immediate action, the Arcanotheign can take physical form, losing her incorporeal special quality and subtype and her deflection bonus to AC, but gaining a Strength score of 20 and a natural armor bonus equal to her normal deflection bonus. She can remain in this form indefinitely or revert to her incorporeal state as a free action (this happens automatically if she is knocked unconscious). This ability allows her to pretend to be a mortal and physically manipulate objects. In this form she looks like a tall woman with pale, gray, or black skin.
The Arcanotheign’s ranged touch attacks are incorporeal touch attacks that deal 4d6 points of damage and an additional effect chosen by the herald. A saving throw
(DC 25) negates the additional effect (the exact type of save depends
on what effect the herald chooses); a creature hit by two blasts in the
same round suffers an increased effect if it fails both its saves
against the eldritch blasts. The possible effects are the following:
Displace (Fortitude): The creature teleports (as dimension door) 5 feet in a random horizontal direction at the end of its turn each round for the next 10 rounds. Increased effect: The creature is banished as if under the effect of a maze spell.
The creature takes 2d6 points of fire damage. Increased effect: The
creature catches on fire, taking 4d6 points of fire damage every round
on the herald’s turn for the next 10 rounds. The DC to extinguish the
flames is equal to the save DC of the eldritch blast.
The Arcanotheign’s aura is charged with energy, whether acid, cold, electricity, fire, negative, or positive. The herald can change the energy type, suppress her aura, or reactivate her aura once per round on her turn as a free action. If the energy is positive or negative, it acts like channeled energy from a cleric, and the herald decides the effect of the channel (positive energy could heal living creatures or harm undead; negative energy could heal undead or harm living creatures). The aura’s effect is always 2d6 hit points (Reflex DC 25 negates). A creature that is struck by the herald’s incorporeal touch attack takes this damage in addition to the normal touch attack damage, and it gets no saving throw against this extra damage. The herald can use her Selective Channeling feat to exclude creatures from the effect of her aura, regardless of the aura’s energy type.