Justicar by Ogre_Bane
Large Outsider (Celestial, Good, Lawful, Extraplan
Hit Dice: 14d8+70 (133 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 60 ft. (average)
AC: 25 (-1 size, +2 Dex, +14 natural)
Attacks: 2 slam +20 melee or gore +15 melee or +3 Holy Great Axe +20/+15/+10 melee
Damage: Slam 1d8+7, gore 4d4+3, +3 Great Axe 1d12+13/19-20 X3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Gaze, Holy ray, spells
Special Qualities: Damage reduction 25/magic and evil, immunities (Fire, Electricity, Petrifaction, cold, acid), protective aura, Celestial Qualities, spell resistance 25
Saves: Fort +14, Ref +11, Will +13
Abilities: Str 25, Dex 14, Con 20, Int 16, Wis 18, Cha 16
Skills: Concentration +17, Diplomacy +18, Heal +14, Intimidate +18, Knowledge +18, Listen +19, Move Silently +17, Spot +19
Feats: Cleave, Dodge, Improved Critical Weapon Proficiency (Great Axe), Improved Initiative, Power Attack

Environment: Any land
Organization: Solitary, or Pair
Challenge Rating: 16
Treasure: Standard
Alignment: Always lawful good
Advancement: 15-28 HD (Large); 29-42 HD (Huge)


Judge, jury and executioner of the gods.

3.5 ready!

This creature resembles a very large minotaur with pure white feathery wings, obviously a celestial. The wings are huge, allowing the creature to fly. The celestial wears beautiful silver armor that shines from constant care and shinning. Magical blue flames surround the creature, although it does not seem to burn it or anything near it. In its meaty hands is a great axe made of pure gold that pulsates with holy power.

Justicars resemble large humanoids dressed in Full plate mail with minotaur heads and feathery white wings. Justicars are usually dressed in gleaming silver armor and blue flames (not harmful) surround their majestic bodies. They stand roughly 9 to 10 feet tall, and they carry huge +3 great axes, resembling an executioner's axe.

Justicars move with a grace that defies their looks and size, and they fly with the same sort of cat-like grace. Justicars are not found on the Material world without a reason; they are always searching for some transgressor. They hail from the celestial plane, and they serve as servants of justice for the gods.

Justicars speak any language of an intelligent creature. But, they are not known to ask questions first before striking.

Combat
Justicars mostly fight with their huge +3 great axes, swinging at their target. Justicars are only on the Material plane to search for particular transgressors against laws, promises or other binding rules. If some evil mortal has gone against a contract or promise or law, Justicars are sent to carry out a sentence. This usually means death. Justicars will only attack the person they have been sent to find. If others try to help the transgressor, the justicar will attack them after their target has been dealt with. A Justicar's natural weapons, as well as its great axe, is considered lawful, magical and good for the purposes of overcoming damage reduction.

Holy Ray (Su): Once per round, as a standard action, the justicar can emit a ray from its palm made of pure, holy energy. This is considered a range touch attack with an attack bonus of +16. This ray, if it hits, causes 6d6 holy damage to the intended target, and it also causes the victim (if evil) to make a will save (DC 20) or be held, as the spell cast by a 14th level sorcerer. This save is Charisma based.

Gaze (Ex): Also, every 1d4 rounds, the justicar can make a gaze attack as a standard action to the transgressor it is searching for. If the target fails a will save (DC 21), it is held for 2d6 rounds. This allows the justicar to carry out its sentence without any further problems. This can be dispelled (just like the ray attack). The target is considered immune to the gaze attack for 24 hours after it makes its will save. Any other person is immune to the gaze attack, except for the intended transgressor. This save is Wisdom based.

Justicars cast spells as 14th level clerics (Save DC 14 + spell level). They have access to the cleric spell list and have access to the domains of Air, Destruction, Good, Law, and War.

Justicars have all celestial qualities listed in the Monster Manual.

Protective Aura (Su): Justicars emit a 20 foot radius aura from their bodies that causes all attacking enemies to suffer a -3 to all attacks, damage, saves, and checks unless a Will save (DC 21) succeeds. This save is Wisdom based.

Society
Justicars come from the celestial plane only when some higher power has sent them to sentence a transgressor against some type of crime. Many times, thieves are the intended targets, and their companions are also slain defending the thief. It is known that entire thieves guilds have been eliminated by one or two justicars.

Usually before their sentence has been carried out, justicars will list the crimes against the transgressor. They do this during battle if they have to.

This creature has not yet been play tested.
This is not a kender type creature.

 



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