Mithril Nephilim

Mithril Nephilim     CR 18 XP 153,600 Gear paladin (divine defender) 4 (Pathfinder RPG Advanced Player's Guide 116) LG Medium Init +9; Senses all-around vision; Perception +6 Aura courage (10 ft.)

Defense

AC 45, touch 26, flat-footed 36 (+3 deflection, +9 Dex, +4 enhancement, +19 natural) hp 284 (4d10+5); regeneration 5 Fort +30, Ref +34, Will +28 Defensive Abilities evasion, freedom of movement; DR 15/evil, 15/vorpal; Immune disease, fear; SR 22

Offense

Speed 60 ft., fly 60 ft. (poor) Melee kick +35 (12d6+16), 2 slams +30 (2d8+12), 2 wings +28 (2d4+6) Special Attacks channel positive energy 8/day (DC 27, 2d6), gear art: judgement kick, smite evil 2/day (+15 attack and AC, +4 damage) Spell-Like Abilities (CL 12th; concentration +27)
 * 3/day—gear art: winds of vahalla

Paladin Spell-Like Abilities (CL 4th; concentration +19)
 * At will—detect evil

Paladin (Divine Defender) Spells Prepared (CL 1st; concentration +16)
 * 1st—bless, blessed fist[ACG], divine favor, veil of heaven[ARG] (DC 26)

Statistics

Str 34, Dex 28, Con —, Int 14, Wis —, Cha 40 Base Atk +4; CMB +30; CMD 38 Feats Great Fortitude, Hover, Improved Natural Attack (kick), Jumper, Multiattack, Skill Focus (Fly), Twist AwayACG, Weapon Focus (kick) Skills Acrobatics +24 (+36 to jump), Escape Artist +19, Fly +26, Perception +6 Languages Celestial, Common SQ lay on hands 17/day (2d6), shared defense (15 rounds, adjacent, +1 AC), variant channeling (sun variant channeling[UM])

Special Abilities

All-Around Vision (Ex) You can see in all directions and cannot be flanked. Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear. Damage Reduction (15/evil) You have Damage Reduction against all except Evil attacks. Damage Reduction (15/vorpal) You have Damage Reduction against all except Vorpal attacks. Detect Evil (At will) (Sp) You can use detect evil at will (as the spell). Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Fly (60 feet, Poor) You can fly! Freedom of Movement (Ex) Constant effect and cannot be dispelled. Gear Art: Judgement Kick (1/day, DC 31) (Ex) (Pilot DC 40) When used, the mithril nephilim makes a kick attack against a single target creature. If the creature has DR/good or DR/law it must make a Will save (DC 26) or die immediately. Any other creature hit by this takes critical damage from t Gear Art: Winds of Vahalla (3/day) (Ex) (Pilot DC 24) When the mithril nephilim beats its wings, winds from the land of the spirits blast around them in a 20 ft. Radius. Any creature struck by these winds are restored for 1d8+14 HP and have any confusion, daze, paralysis or stun effect rem Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground. Immunity to Disease You are immune to diseases. Immunity to Fear (Ex) You are immune to all fear effects. Jumper Always count as having a running start when making jump checks. Lay on Hands (2d6 hit points, 17/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies. Paladin Channel Positive Energy 2d6 (8/day, DC 27) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Regeneration 5 (Evil) Heal HP quickly and cannot die. Shared Defense (15 rounds, adjacent, +1 AC) (Su) Lay on hands use: Aura provides AC and other bonuses to allies. Smite Evil (2/day) (Su) +15 to hit, +4 to damage, +15 deflection bonus to AC when used. Spell Resistance (22) You have Spell Resistance. Sun Variant Channeling (±1 Sacred) Bonus vs. blindnes & light effects/Dazzled Twist Away When in light or no armor, may make Ref save instead of Fort, if red eff, avoid entirely.

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