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Empyreal Lord

Source Bestiary 4 pg. 87
The empyreal lords are the primal forces of good given physical form. Though not as powerful as gods, they are ancient celestials with legendary abilities.

Unlike many other beings of demigod-level power, empyreal lords do not divide themselves as strictly along racial lines—the term “empyreal lord” names the greatest members of the agathion, angel, archon, and azata races. While demon lords, archdevils, horsemen, and similar unique beings orchestrate the plots of their race alone— proving either unwilling or too fractious to collaborate with those not of their kind—empyreal lords seek out the commonalities of interest and purpose shared by their peers among the other celestial races. Although some goodaligned planar races have their own titles for the greatest of their kind, the title “empyreal lord” serves as a unifying bond between forces for good. Though their foes (and even some allies) see these mightiest azatas, angels, agathions, and archons as rulers of their kind, the empyreal lords do not consider themselves royalty. Together the empyreal lords marshal the efforts of all goodly outsiders toward common ends.

Some empyreal lords are almost as old as creation itself, having arisen from the ranks of the first celestials. Others were imbued with divine grace, either by being champions of a deity, inheriting the power of a slain god, or tapping into remarkable powers gathered at far-f lung corners of the planes. Some reached this high station by performing impossible quests, gaining the favor of fate, or becoming perfectly attuned with one of the good outer planes.

Representing the two poles of goodness and the fulcrum upon which they balance, the empyreal lords do not always agree, but generally do not interfere with each others’ decisions. Most view philosophical squabbles as petty when faced with a common foe, and never has infighting threatened the foundation of their bonds. Thus, while their outlooks may differ regarding freedom, individuality, and loyalty, the empyreal lords do not allow such differences to stand in the way of vanquishing evil—they’re celestials aligned against evil first and foremost.

Despite their power, the empyreal lords typically eschew direct involvement in the affairs of mortals and even most other celestials. They believe the greater objectives of good are ultimately served by larger and fartherreaching orchestrations of diplomacy and subtle strategy. Even though their powers might not always obviously be directly at work, empyreal lords court mortal worshipers who share their goals and ideals, who are typically referred to as mystery cultists. Rather than more general goals like good or order, mystery cultists focus their worship on the ideals, activities, and creatures their patron most fervently extols or openly favors.

Empyreal Realms

An empyreal lord’s planar realm may be as small as a metropolis or as large as a continent. The realms’ environments, themes, and traits are as unusual as the empyreal lords themselves, presenting surreal challenges and dangers to creatures seeking to invade them.

An empyreal lord gains the following additional powers while in its realm (the statistics presented on the following pages do not include these abilities).
  • Mythic: An empyreal lord functions as a 10th mythic rank creature, including the mythic power ability (10/day, surge +1d12). It may expend uses of mythic power to use the mythic versions of any spell-like ability denoted with an asterisk (*) just as if the ability were a mythic spell.
  • Use of the following spell-like abilities at will—demand, discern location, fabricate, and major creation.
  • Use of the following spell-like abilities once per day— dimensional lock*, miracle (limited to physical effects that manipulate the realm or to effects that are relevant to the empyreal lord’s areas of concern), power word stun*.
  • Heightened Awareness (Ex): An empyreal lord gains a +10 insight bonus on Perception and Initiative checks.

Other Empyreal Lords

Although the three presented here are among most powerful of the empyreal lords, they are far from the only celestials to bear this title. Among the ranks of the good races of the heavens stand those that are great leaders of their kind and shining examples to other celestials. For these few, their natures or their actions kindle a transformation that reshapes them into empyreal lords—a superlative version of their basic form. When they ascend, these empyreal lords are given an honorific typically celebrating their deeds or honoring another empyreal lord of similar distinction. Below are many ascendant celestials that have become empyreal lords and their honored titles.

Andoletta, Grandmother Crow (archon)
Arshea, Spirit of Abandon (angel)
Bharnarol, the Tempered Inventor (agathion)
Black Butterfly, the Silence Between (azata)
Chucaro, Maiden of Haze and Whimsy (azata)
Falayna, Warrior’s Ring (archon)
Ghenshau, Breezes-Still-and-Ripples-Cease (archon)
Immonhiel, Balm-Bringer (angel)
Jaidz, Fearless Claw (agathion)
Lalaci, He of Motley Repose (azata)
Olheon, the Just Arbiter (archon)
Ragathiel, General of Vengeance (angel)
Shei, the Ibis Matron (agathion)
Sinashakti, Immaculate Joy (azata)
Vildeis, the Cardinal Martyr (angel)
Ylimancha, Harborwing (agathion)

Creatures in "Empyreal Lord" Category

NameCR
Ashava28
Cernunnos30
Korada26
Vildeis28

Empyreal Lord, Korada

This serene, acrobatic man has stiff sideburns, a beard like a monkey, and three golden-furred tails.

Korada CR 26

Source Bestiary 4 pg. 90
XP 2,457,600
NG Large outsider (agathion, extraplanar, good)
Init +22; Senses blindsense 60 ft., darkvision 60 ft., detect evil, detect thoughts, low-light vision; Perception +46
Aura primal (30 ft.)

Defense

AC 45, touch 40, flat-footed 36 (+10 Dex, +1 dodge, +2 insight, +13 natural, –1 size, +6 sacred, +12 Wis); never flat-footed
hp 528 (32d10+352); regeneration 10 (evil artifacts, effects, and spells)
Fort +21, Ref +30, Will +30
Defensive Abilities never surprised; DR 10/epic and evil; Immune ability damage, ability drain, charm effects, compulsion effects, death effects, disease, electricity, energy drain, petrification, poison; Resist cold 30, sonic 30; SR 37

Offense

Speed 90 ft., climb 30 ft., fly 60 ft. (average)
Melee unarmed strike +31/+36/+31/+26 (2d10+8) or +5 quarterstaff +44/+39/+34/+29 (1d8+13) or flurry of blows +38/+38/+33/+33/+28/+28/+23 (2d10+8)
Space 10 ft., Reach 10 ft.
Special Attacks shatter spells, stunning fist (8/day, DC 22)
Spell-Like Abilities (CL 20th; concentration +34)
Constant—detect evil, detect thoughts, foresight*, sanctuary* (DC 25), water walk
At will—augury, bless*, calm animals (DC 25), calm emotions (DC 26), cure serious wounds*, greater teleport, mirror image*
3/day—divination, mad monkeysUM, quickened mirror image*, neutralize poison, true seeing, wall of force*
1/day—antimagic field, moment of prescience
* Korada can use the mythic version of this ability in his realm.

Statistics

Str 26, Dex 30, Con 33, Int 25, Wis 35, Cha 38
Base Atk +32; CMB +41 (+43 disarm or grapple, +45 trip); CMD 84 (86 vs. disarm, grapple, or trip)
Feats Combat Expertise, Combat Reflexes, Dodge, Greater Trip, Improved Disarm, Improved Grapple, Improved Initiative, Improved Trip, Improved Unarmed StrikeB, Lunge, Mobility, Quicken Spell-Like Ability (mirror image), Scorpion Style, Snatch Arrows, Spring Attack, Step Up, Stunning FistB, Weapon Finesse
Skills Acrobatics +44 (+68 when jumping), Bluff +32, Climb +50, Diplomacy +45, Disguise +32, Escape Artist +26, Fly +8, Heal +27, Knowledge (arcana, geography, history, nature) +23, Knowledge (local) +22, Knowledge (planes, religion) +41, Perception +46, Sense Motive +46, Spellcraft +22, Stealth +40; Racial Modifiers +24 Acrobatics when jumping
Languages Celestial, Infernal; speak with animals, truespeech
SQ abundant step, change shape (avoral or any humanoid, shapechange), combat style master, empyreal lord traits, ki pool (22 points; adamantine, epic, good, lawful, magic, mythic, silver), lay on hands (15d6, 29/day), seed of life, tranquil master

Ecology

Environment any forests or mountains (Nirvana)
Organization unique
Treasure standard (+5 quarterstaff, other treasure)

Special Abilities

Combat Style Master (Ex) Korada can attack with unarmed strikes and perform flurry of blows as a 20th-level monk. Like a monk, he adds his Wisdom bonus to his AC and CMD. As a swift action, Korada may enter the basic stance of any combat style feat (such as Crane StyleUC, Monkey StyleUC, and so on) as if he had the first feat in the feat path for that combat style. By expending 2 points of ki, he may use any two feats from his current combat style’s feat path for the next minute; if he changes his stance, the previous stance’s feats become unavailable but he may use feats from the new stance.

Primal Aura (Su) Korada’s primal aura radiates calm and tranquility, automatically suppressing any non-mythic charm or compulsion effect on any creature within its area. Any creature in his aura (including him) can deal nonlethal damage with weapons without taking the –4 penalty on attack rolls for doing so.

Shatter Spells (Su) Korada can destroy a magical effect (whether it’s on a creature or an independent effect such as a wall of fire) by attacking it with an unarmed strike. He must succeed at a melee touch attack against the creature or effect and expend 2 points of ki. If the attack hits, the creature or effect is subject to targeted greater dispel magic (CL 20th). If he dispels an effect, he suffer no harmful effects from touching it. If the effect is on a creature, the creature takes 1 point of damage per spell level of each effect dispelled.

Tranquil Master (Su) Korada may attack without breaking his sanctuary spell-like ability so long as he only attempts to deal nonlethal damage.

Description

Korada is the champion of peace, kindness, and forgiveness. While he loves and respects his fellow empyreal lords for their tireless fight against wickedness, Korada believes good’s final triumph will come from the redemption of evil creatures rather than their destruction. Honest, joyful, and clever, the Open Hand of Harmony dispenses wisdom with warmth and humility, and freely shares the secrets he has amassed over ages of study and meditation. Korada’s dedication to philosophy and introspection have garnered him the ability to read the diverse threads of the world, see their nearly limitless connections, and then act on them with uncanny foresight. With neither the naïvety of youth nor the jaded weariness of age, Korada is a perfect balance of sentient intelligence and animal instinct, at home wherever he is.

Though he can assume many forms, Korada’s true appearance is a slender, athletic man wearing a simple monk’s robe. He has a golden monkey-like beard and sideburns, three monkey tails, and a light layer of downy golden fur covering the rest of his body.

On Nirvana, Korada dwells in the Dream Lotus, a serene palace city whose blossoming violet walls always drip with cool, golden nectar that is said to calm even the wildest of spirits. It’s a place of refuge and healing, and no violence is allowed within its walls; those with problems controlling their anger are sent to meditate at one of its many calming sacred pools.

Korada is said to possess the gift of foresight, but he rarely acts on these strange visions. He believes the struggle to change is always worthwhile, even if such a journey does not always end in success. It’s the process, not the result, that matters most to Korada.

Despite his staunch dedication to peace, Korada’s skill in battle is respected, and he’s able to utilize almost any fighting style without a second’s pause. He may be responsible for inspiring or teaching the animal combat styles to mortals, using various guises over the course of history on many worlds—or he may even have persuaded the creator gods to give the animals their instincts and talents for fighting, which led to mortals studying and emulating animal combat styles.

Korada’s reputation for peace and martial skill earned him the role of the diplomat of the empyreal lords and their celestial armies. Balor lords, demodand warlords, and even infernal dukes have (temporarily) abandoned their dreams of conquest and warmongering when the Open Hand of Harmony has arrived—alone—in their court to suggest that they consider a different path. These visits always leave behind a path of dazed and stunned fiends, surprised and awed by how easily he defeated them; most silently suffer this indignation and plan vengeance for the next time he appears.

Although Korada is usually serene and gentle, he has a mischievous side and has been known to poke fun at or harass his opponents like a capricious monkey. He combines his skill in battle and gift for trickery to lead dangerous opponents away from innocents or into places where they can more easily be captured or subdued.

That said, Korada abhors violence, and he prefers to make nonlethal attacks (using his primal aura and tranquil master abilities), disabling foes so he can speak to them of their weakness. He dispatches mindless opponents without hesitation, not wanting to waste energy debating or persuading a thing empty of thoughts and incapable of making moral choices. He challenges enemy leaders to single combat if doing so would prevent violence between other combatants.

Korada’s Faith

Korada is worshiped by good fey, awakened animals, and mortal clerics and monks seeking inner peace. Many who have lived with constant violence pray to Korada for guidance in finding balance; others are inspired by his light heart and willingness to confront wickedness with compassion and humor. Many who worship him are once-evil creatures who chose the path of redemption, as well as paladins who strayed and are working to stay true to the path of righteousness and mercy. The empyreal lord’s sacred places are diplomatic embassies, mountain monasteries, and wells.

Korada’s holy symbol is two devotees kneeling before a lotus or a golden monkey with three tails. His favored weapon is the unarmed strike. His clerics have access to the domains of Good, Healing, Magic, and Protection, and the subdomains of Agathion, Defense, Divine, and Restoration.