Demons

ANGEL

shutterstock_167979731.jpg
shutterstock_167979731.jpg

ANGEL

12.00

Large good super-sentient angel (12d6)

Slayer of evil-doers, punisher of sin.

STR 21 (6d6) AGI 36 (8d6) END 21 (6d6)
INT 21 (6d6) LOG 21 (6d6) WIL 21 (6d6) 
CHA 21 (6d6) LUC 3 (2d6) REP 21 (6d6)
MAG 15 (5d6)

MELEE DEFENCE 46
RANGED DEFENCE 32
MENTAL DEFENCE 24
VITAL DEFENCE 38

HEALTH 72
SOAK 12; VULN none
IMMUNE fear

INITIATIVE 12d6
PERCEPTION 9d6 ; truesight
SPEED 12; FLY+ 12; CLIMB 6; JUMP 72'/21'
CARRY 420lb (max lift 1050lb)

REACH 5-ft
ACTIONS 2

Fiery sword 12d6 (6d6+6 slashing/holy damage)

Skills hardy 21 (6d6), combat 21 (6d6), perception 6 (3d6), movement 10 (4d6), tactics/reactions 21 (6d6), stealth 15 (4d6), magical skill 28 (7d6)

See your true nature. Azrael can see into the souls of the living, and is able to ignore SOAK, automatically knowing a target's weaknesses.

Confessional. Azrael automatically detects lies and falsehoods.

Angelic Traits
Angels share the following traits.

  • Angels have the Good virtue and can automatically sense Evil to a distance of 5' per point of INT. They also have truesight.
  • Angels have wings, and gain a natural FLY speed equal to their regular speed.
  • Angels are ancient and immortal and cannot be killed. Destroying an angel banishes it from that realm for 99 years. 
  • Angels are surrounded by a visible, bright aura of holy fear equal to their maximum dice pool. Those who begin their turn within the aura are subject to a REP mental attack or become Afraid. The aura creates light equal to daylight.
  • Angels cannot be harmed by the undead or by spirits.
  • Angels have healing dice equal to their maximum dice pool; these are recharged every day at dawn. The angel may expend these healing dice to restore HEALTH in others as an action. Alternatively, a die may be sent to remove a condition, or cure a disease.
  • Angels are immune to fear, and related conditions and effects.
     
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