ANKLELENT
Large Outsider (Good,
Lawful)
Hit Dice:
8d8+24 (60 hp)
Initiative:
+10 (Dex)
Speed:
10 ft., fly 500 ft. (good)
AC:
25 (+8 natural, +8 Dex, -1 size)
Base Attack/Grapple:
+8/+14
Attack:
Bite +10 melee
Full Attack:
Bite +10 melee, 2 claws +5 melee
Damage:
Bite 1d8+2, claw 1d6+2
Space/Reach:
10 ft. by 5 ft./5 ft.
Special Attacks:
none
Special Qualities:
Damage reduction 10/magic, SR 24, celestial qualities
Saves:
Fortitude +9; Reflex +14; Willpower +8
Abilities:
Strength 15; Dexterity 26; Constitution 16; Intelligence 18; Wisdom 14;
Charisma 18
Skills:
Concentration +8; Diplomacy +20; Knowledge
(Geography) +12; Knowledge (Nature) +10; Knowledge (any two other) +10; Listen +8; Search +15;
Sense Motive +10; Spot +20; Survival +10
Feats:
Flyby Attack, Quick Reconnoiter, Power Climb
Environment:
Any non-subterranean
Organization:
Solitary
Creature Rarity:
2
Challenge Rating:
9
Treasure:
none
Alignment:
always Chaotic Good
Advancement:
9-12 HD (Large)
Level Adjustment:
-
Anklelents appear as massive eagles. They are white in color
with light blue streaks running from its body to the tips of its wing, and
that same color adorns the crown of its head and occasionally other parts
of its body. Anklelents have golden colored beaks and legs with silver
colored talons. Their eyes are a deep blue color.
Anklelents are the messengers of the deities. They can move
faster than any other creature and can travel by magical means if
necessary. They are friendly, but curt. An Anklelent always seems to be
in a hurry, and it usually is. They are helpful, but do not have the time
for long efforts. Those that have spoken to an Anklelent are reminded of
talking to a wise gnome.
Combat
Anklelents do their best to stay out of combat. They are built to be
messengers, heralds, advisors, and scouts. If forced to fight, the
Anklelent will employ hit-and-run tactics using its overwhelming speed to
confuse and dazzle opponents. An Anklelent will rarely go in for the
kill, attacking long enough to disable an opponent and then disengaging.
Celestial Qualities
Aura of Menace (Su): A righteous aura surrounds Anklelents
that fight or get angry. Any hostile creature within a 20-foot radius of
an Anklelent must succeed at a Willpower saving throw at DC 20 to resist
its effects. Those who fail suffer a –2 morale penalty to attacks, AC,
and saving throws for one day or until they successfully hit the Anklelent
that generated the aura. A creature that has resisted or broken the
effect cannot be affected again by the Anklelent’s aura for one day.
Magic Circle against Evil (Su): The Anklelent is
constantly affected by a Magic Circle against Evil as per the
wizard spell as if cast by an 8th level sorcerer. The effect
can be dispelled, but the Anklelent may reactivate it as a free action the
next round.
Resistances (Ex): The Anklelent has resistance 30 all
air-based spells and fire resistance 30. They receive a +4 bonus to all
poison saving throws.
Immunities (Ex): Anklelents are immune to petrification
and electricity.
Tongues (Su): Anklelents can speak with any creature that
has a language as if they were using a tongues spell cast by a 16th
level sorcerer. This ability is always active and cannot be dispelled.
Keen Vision (Ex): Anklelents have extraordinary vision
even for a celestial. They can see normally for two miles. They have
low-light vision and darkvision that extends for up to 500 feet. They
receive a +8 bonus on any checks involving sight.
Spell-Like Abilities: The Anklelent may use the following
spells as if cast by a 16th level sorcerer: Invisibility
(at will), Whispering Wind (at will), Message (at will),
Teleport without Error (at will), and Teleportation Circle
(1/day). The Anklelent may use the following spells as if cast by an 8th
level cleric: Cure Light Wounds (1/turn), Remove Paralysis
(1/turn), Cure Moderate Wounds (1/turn), and Neutralize Poison
(1/turn).