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: 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: 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

The term "celestial" refers to many beings who live on the planes of Good. Celestials positively drip with goodness - every fiber of their bodies and souls is suffused with it.

They are the natural enemies of the fiends (creatures of the infernal realms).

All celestials are blessed with comely looks, though their actual appearances vary widely.

Celestials speak Celestial, Infernal, and Draconic.

AVORAL

Avorals have the bodies of tall, muscular humans, but their arms are long, powerful wings.

An avoral's wings feature small hands at the midpoints. When its wings are folded, these appendages are about where human hands would be and can do nearly anything hands can.

Avorals' lower legs feature strong talons and feathery vanes to act as a tail in flight. Their faces are more human than avian, but the hair resembles a feathery cowl, and the eyes are bright gold.

Their chests are exceptionally deep and powerful, anchoring their wing muscles. Their bones are strong but hollow, so even the largest avorals weigh no more than 120 pounds.

Their visual acuity is unbelievable: They can see detail on objects up to 10 miles away and are said to be able to discern the color of a creature's eyes at 200 paces.

Combat

Celestials never attack without provocation (though their over-whelming goodness often makes them easily provoked). They avoid harming other good creatures if they can, using non-lethal spells or subdual attacks if possible. An angry celestial can be vengeance itself, however, no matter what the foe's alignment is.

Celestials with few magical abilities generally prefer to meet a foe head-on if it is prudent to do so, but if outmatched, they do what they can to even the odds. Because most celestials are very mobile, they favor hit-and-run tactics. Magically powerful celestials usually stand off and engage a foe with spells before moving into melee.

On the ground, an avoral can lash out with its wings to deliver punishing blows. However, it prefers to meet its foes in the air where it can employ its rock-hard talons and make full use of its aerial speed and agility. It can't make wing attacks while flying, however.

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.