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Dunnoziel CR 16

Source Heaven Unleashed pg. 39
XP 76,800
Variant planetar angel (Pathfinder RPG Bestiary 11)
LG Large outsider (angel, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect chaos, detect evil, low-light vision, true seeing; Perception +27
Aura protective aura


AC 32, touch 13, flat-footed 28 (+4 Dex, +19 natural, –1 size; +4 deflection vs. evil)
hp 229 (17d10+136); regeneration 10 (evil weapons and effects)
Fort +19, Ref +11, Will +19; +4 vs. poison, +4 resistance vs. evil
DR 10/evil; Immune acid, cold, petrification; Resist electricity 10, fire 10; SR 27


Speed 30 ft., fly 90 ft. (good)
Melee +1 axiomatic flaming burst longsword +25/+20/+15/+10 (2d6+9/19–20 plus 2d6 vs. chaotic plus 1d6 fire) or slam +24 (2d8+12)
Space 10 ft., Reach 10 ft.
Spell-Like Abilities ((CL 16th; concentration +23))
Constant—detect chaos, detect evil, discern lies (DC 20), true seeing
At will—continual flame, dispel magic, holy smite (DC 21), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead (DC 20)
3/day—blade barrier (DC 23), flame strike (DC 22), power word stun, raise dead, waves of fatigue
1/day—fabricate, greater restoration, mass charm monster (DC 25), waves of exhaustion
Cleric Spells Prepared (CL 16th; concentration +23)
8th—dimensional lock, fire storm (DC 25)
7th—destruction (DC 24), dictum, holy word (DC 24), resurrection
6th—banishment (DC 24), greater dispel magic, heal, word of recall
5th—break enchantment, dispel chaos, dispel evil, plane shift (DC 22), righteous might
4th—dimensional anchor, dismissal (2, DC 22), freedom of movement, order’s wrath (DC 21)
3rd—cure serious wounds, daylight, invisibility purge, prayer, protection from energy, searing light
2nd—bear’s endurance, bull’s strength, calm emotions (DC 19), silence (DC 19), spiritual weapon, status
1st—bane (DC 18), bless, command (DC 18), entropic shield, remove fear, shield of faith
0 (at will)—detect magic, resistance, stabilize, virtue


Str 27, Dex 19, Con 24, Int 22, Wis 25, Cha 24
Base Atk +17; CMB +26; CMD 40
Feats Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Spell Focus (abjuration), Toughness
Skills Acrobatics +24, Craft (weapons) +26, Diplomacy +27, Fly +26, Heal +24, Intimidate +27, Knowledge (history) +23, Knowledge (planes, religion) +26, Perception +27, Sense Motive +27, Stealth +20
Languages Abyssal, Celestial, Common, Draconic, Infernal, Protean; truespeech
SQ change shape (alter self)
Gear +1 axiomatic flaming burst longsword

Special Abilities

Protective Aura (Su) Because they are a paragon of both good and law, Dunnoziel’s protective aura can protect them from attacks and abilities of chaotic creatures instead of evil creatures. Dunnoziel can switch the aura from providing the benefits against evil creatures to providing benefits against chaotic creatures (and vice versa) as a swift action.

A shadow in the Lost Coast’s all-too common mists, it makes its presence known by baying terrible half-howls, half-screams that echo from the eerie stones of the Devil’s Platter. The Sandpoint devil has haunted the lands around its namesake town for more than 10 years. Those who have seen the beast and borne witness to its horror describe it as a horse-like thing, with a nearly skeletal head filled with sharp, lupine teeth. From its lean, equine body jut a pair of ragged bat wings, its forelegs end in powerful hooves, capable of supporting it weirdly upright like a man. Details vary of its other features, but eyes that glow a demonic red; a tail like a reptile; and broken, stag-like antlers are also commonly reported.

The Sandpoint devil most commonly appears on misty, moonless nights. A thief of livestock, kidnapper of children, and bringer of woes, countless tales surround the beast. Fully half the farmers in the Sandpoint region claim to have seen the creature on at least one occasion. Some stories say the devil is a manifestation of evil and that its coming foretells times of great woe—explaining its numerous sightings around the time of the Late Unpleasantness. Others explain away the creature as some ancient, wizard-warped beast that hides in the deepest crags of the Devil’s Platter.

Yet, for all the talk and to-do about the legend, little concrete proof ever lingers to widely confirm the creature’s existence. Thus, many hold that the Sandpoint devil is but the drunken fantasy of local boozers and simple yokels. But even cynics are quick to change their minds when the mists rise on the lonely moors and only a few timber walls protect against the lurking, hungry things prowling the night.


Although the Sandpoint devil is a unique creature, similar mysterious abominations might be found elsewhere in Golarion. Once, a creature matching the description of the Sandpoint devil was reported as far east as Darkmoon Vale, capering at the whim of a local witch. Deep in the jungles to the south, statues of a being very similar to the Sandpoint devil have been found in the ruins of Wat Kyript. The tribes of the Ginji Mesa also have a similar local legend, fearing the Nightsnake, a gigantic serpent with bat wings and the power to transfix a man with its gaze.

Hypnotic Gaze (Su): As per the spell hypnotism, 30 feet, Fortitude DC 19. The save DC is Charisma-based. A Sandpoint devil with a hypnotic gaze has CR +1.