Avoral (CR 9)
Medium Outsider (Extraplanar, Good, and Guardinal)
Alignment: Always neutral good
Initiative: +6 (Dex); Senses: darkvision 60 ft., low-light vision, true seeing, Listen +13, and Spot +21
Languages: Tongues SA
AC: 24 (+6 Dex, +8 natural), touch 16, flat-footed 18
Hit Dice: 7d8+35 (66 hp); DR: 10/evil or silver
Fort +10 (+14 vs poison), Ref +11, Will +8
Speed: 40 ft., fly 90 ft., (good)
Space: 5 ft./5 ft.
Base Attack +7; Grapple +9
Attack: Claw +13 melee
Full Attack: 2 claws +13 melee; or 2 wings +13 melee
Damage: Claw 2d6+2; wing 2d8+2
Special Attacks/Actions: Spell-like abilities, fear aura
Abilities: Str 15, Dex 23, Con 20, Int 15, Wis 16, Cha 16
Special Qualities: immunity to electricity and petrification, SR 25, resistance to cold 10 and sonic 10, speak with animals, lay on hands
Feats: Empower Spell-like Ability (magic missile); Improved Initiative; Flyby Attack; Weapon Finesse
Skills: Bluff +13, Concentration +15, Diplomacy +7, Disguise +3 (+5 acting), Handle Animal +13, Hide +16, Intimidate +5, Knowledge (any one) +12, Listen +13, Move Silently +16, Ride +8, Sense Motive +13, Spellcraft +12, and Spot +21
Advancement: 8-14 HD (Medium-size); 15-21 HD (Large)
Climate/Terrain: Blessed Fields of Elysium
Organization: Solitary, pair or squad (3-5)
Treasure/Possessions: no coins, double goods, standard items
Source:
Monster Manual
Spell-Like Abilities: At will - aid, blur (self only), command, detect magic, dimension door, dispel magic, gust of wind, hold person, light, magic circle against evil (self only), magic missile, and see invisibility; 1/day - lightning bolt. These abilities are as the spells cast by an 8th-level sorcerer (save DC 13 + spell level).
Fear Aura (Su): Once per day an avoral can create an aura of fear in a 20-foot radius. It is otherwise identical with fear as cast by an 8th-level sorcerer (save DC 17).
Celestial Qualities: Electricity and petrification immunity, cold and acid resistance 20, tongues, +4 save against poison.
Lay on Hands (Su): This works just like the paladin's ability, but the avoral can heal as much damage per day as its own undamaged hit point total.
Animal Telepathy (Su): An avoral can mentally communicate with animals as a free action. This works exactly like speak with animals as cast by an 8th-level druid but does not require sound.
True Seeing (Su): This is identical with true seeing as cast by a 14th-level cleric, except that it has personal range and the avoral must concentrate for 1 full round before it takes effect, Thereafter it remains in effect as long as the avoral concentrates on it.
Tongues (Su): Can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active.
Keen Vision (Ex): All celestials have low-light vision and 60-foot darkvision.
Skills: An avoral's sharp eyes give it a +8 racial bonus to Spot checks.
Extraplanar Subtype
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
Good Subtype
A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).