Paracletus

CR: 2 XP: 600


N Small outsider (aeon, extraplanar)


Init: +2 Senses: darkvision 60 ft. Perception: +7


Aura: emotion aura (DC 12, 30 ft.)


Defense

AC: 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)


hp: 13 (3d10–3)


Fort: +4 Ref: +3 Will: +6


Resist: electricity 10, fire 10


Immune: cold, critical hits, poison


SR: 7


Offense

Speed: fly 40 ft. (good)


Melee: slam +3 (1d3–1 plus 1d6 electricity)


Spell-Like Abilities: (CL 3rd; concentration +4) At will—sanctuary (DC 12) 3/day—calm emotions (DC 13) 1/week—commune (6 questions, CL 12th)


Statistics

Str: 8 Dex: 14 Con: 9 Int: 11 Wis: 13 Cha: 12


Base Atk: +3 CMB: +1 CMD: 13 (can’t be tripped)


Feats: Great Fortitude, Iron Will


Skills: Fly +6, Intimidate +7, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Sense Motive +7, Stealth +12


SQ: extension of all, void form


Languages: envisaging


Ecology

Environment: any (Outer Planes)


Organization: solitary, pair, or commune (3–12)


Treasure: none


Description

Emotion Aura (Sp) Each paracletus exists as the embodiment of a specific emotive duality. Three times per day, a paracletus can create an aura representing one of its two programmed emotions. Creatures in the area must make a DC 12 Will save to resist the aura. A creature that makes its save against the aura is unaffected by that aeon’s aura for the next 24 hours. The paracletus can choose one creature in the area to ignore its effects. The effect of the aura lasts for 10 minutes, and ends if a creature moves more than 30 feet from the aeon. The aura is a mind-affecting compulsion effect. The save DC is Charisma-based. Specific emotive dualities and their powers follow—any single Aeon, Pleroma Within the shadows of this vaguely humanoid figure stir swirling colors and spheres, as if it encompassed all the night sky.

Source: Pathfinder Roleplaying Game Bestiary 2