Navigation

    Bestiary‎ > ‎(Bestiary) By Type‎ > ‎Outsiders‎ > ‎

    Protector

    This creature resembles a tall, powerful human with green eyes and a bald head. It is dressed in long, flowing green robes that seem to billow as though blown by an invisible and unfelt gentle breeze.

    Protector CR 7

    XP 3,200
    LN Medium outsider (extraplanar, lawful)
    Init +2; Senses darkvision 60 ft., know alignment 50 ft.; Perception +15

    DEFENSE

    AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
    hp 55 (7d10+14)
    Fort +9, Ref +9, Will +11
    Immune outsider traits

    OFFENSE

    Speed 50 ft.
    Melee longsword +9/+4 (1d8+2 /19-20)
    Domain Spell-Like Abilities (CL 7th):

    8/day--resistant touch, touch of law

    Spells Prepared (CL 7th):

    4th--chaos hammer (DC 19), divine power, spell immunityD
    3rd--daylight, magic circle against chaos, protection from energyD, remove curse
    2nd--aid, align weapon, consecrate, resist energy, shatter (DC 18), shield otherD
    1st--bless, bless water, command (DC 17), divine favor, endure elements, protection from chaosD, sanctuary (DC 17)
    0 (at will)--create water, cure minor wounds*, detect magic, read magic
    D domain spell; Domains Law, Protection

    STATISTICS

    Str 15, Dex 15, Con 15, Int 20, Wis 20, Cha 20
    Base Atk +7; CMB +9; CMD 21 (can't be tripped)
    Feats Cleave, Combat Expertise, Iron Will, Power Attack
    Skills Diplomacy +15, Escape Artist +9, Heal +15, Know ledge (any one) +12, Knowledge (local) +15, Knowledge (the planes) +15, Knowledge (religion) +12, Perception +15, Sense Motive +15, Spellcraft +12, Survival +15
    Languages Auran, Celestial, Common; telepathy 50 ft.
    SQ air walk
    Gear longsword

    SPECIAL ABILITIES

    Air Walk (Su)

    Protectors can air walk as the spell of the same name (caster level 10th). This ability is always active and can be dispelled, but the protector can restart it as a free action on its next turn.

    Know Alignment (Su)

    A protector automatically knows the alignment of any creature within 50 feet that it looks upon.

    * Editor's Note
    The cure minor wounds spell does not exist in Pathfinder - GMs should replace this with stabilize.