Emissary of the Exiles

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Sometimes called the voices of the gods, Emissaries are planar beings that serve as spokespeople on behalf of great pantheons. Some Emissaries might be children of the gods, and some might be champions that were once mortal and rose to a form of immortality. Sometimes, one or more gods might simply wish an Emissary into existence.

Emissaries will strive to represent their pantheons as truly as they can. An Emissary of the Celestial Council is likely to be cordial, reserved, and diplomatic; even if they do want to help a person, they are only likely to do so if they see no potential downsides or imbalances that their assistance might cause. Emissaries from the Exiles can come across as similarly diplomatic, but their demeanors mask careful political calculations as they attempt to leverage their power to force mortals into their service.

A fully prepared Emissary of the Exiles is particularly deadly in combat, as it almost always carries at least two Enchanted Weapons on its person and usually bullies fiends from Inferno into accompanying it as its bodyguards.

Emissary of the Exiles

Monster Level: 24
Large. Humanoid Celestial Fiend (Divine)
STR DEX END AWR INT CHA
4 1 1 8 8 8
Ref: 11 Fort: 11 Ant: 20 Log: 20 Will: 20
Armor Rating 17 (infernal armor) Resist Divine 7, Physical 7, Radiant 3 Immune Fire, Necrotic
Hit Points 240 DR 7/Radiant
Speed 40 ft, 60 ft Senses Truesight 60 ft
Skills (STR) Menacing +16; (AWR) Intuiting +12; (CHA) Deceiving +16, Persuading +16 Traits Immutable, Iron Will, Steel Mind, Unerring Mind, Regen 3
Features
Mind Shield. The Emissary of the Exiles has +2 to all mental defenses. Innate Divinity. Using CHA, the Emissary can cast the following spells innately.

(At Will) Brooding Darkness, Compel Truth, Decree, Demoralize, Shining Bolt

(3/Rest) Banish, Celestial Form, Heavenly Fire

Divine Rituals. Using AWR, the Emissary of the Exiles can cast each of the following divine rituals. Create Undead, Exorcism, Greater Restoration, and Revive.

Lifeblood. When the Emissary of the Exiles is Bloodied, if its blood lands on solid ground, then the blood becomes a Damned Soul that acts on the same initiative count as other Damned Souls.

Planeswalker. The Emissary of the Exiles may cast the Gateway spell 1/Rest, and can end the Gateway spell early if it wishes. This spell counts as Divine when cast in this way.

Actions

The Emissary of the Exiles can take THREE of the following actions, or take the same action three times.

Move. The Emissary of the Exiles can move up to its speed.

Flaming Hand. Thrown 60 ft Natural Weapon. +4 vs AR. Hit: 15 (2d10+4) fire. On a crit, a creature also gains the Burning (1d10) condition.

Unholy Blade. Reach 5 ft One-Handed Weapon. +4 vs AR. Hit: 8 (1d8+4) sharp and 9 (2d8) necrotic damage, and the creature cannot regain HP until after the Emissary of the Exiles’s next turn.

OR the Emissary can take ONE of the following actions...

Move. The Emissary of the Exiles can move up to its speed.

Flaming Hand. Thrown 60 ft Natural Weapon. +4 vs AR. Hit: 15 (2d10+4) fire. On a crit, a creature also gains the Burning (1d10) condition.

Unholy Blade. Reach 5 ft One-Handed Weapon. +4 vs AR. Hit: 8 (1d8+4) sharp and 9 (2d8) necrotic damage, and the creature cannot regain HP until after the Emissary’s next turn.

...AND take ONE of the following actions.

Spell. The Emissary of the Exiles can cast one of its spells.

Damned Souls (Recharge 4-6). The Emissary of the Exiles can strike its Unholy Blade into solid ground to summon 1d4 Damned Souls. Damned Souls have the stats of NPCs randomly determined by rolling on the table below. Damned Souls have the Undead creature tag.

d6 Damned Soul
1 Bandit
2 Guard
3 Bandit Captain
4 Rogue
5 Knight
Reactions
Exploit (1/Round). The Emissary of the Exiles can Exploit.