Hit Dice: 12d8+36 (90 hp) Initiative: +3 (Dex) Speed: 5 ft. Fly 30ft. (good) AC: 18 (-1 Size, +3 Dex, +6 Natural) Attacks: 4 tentacle rakes +12 melee, 2 bites +7 melee Damage: Tentacle rake 1d6+4, Bite 1d10+2 Face/Reach: 5ft. by 10ft./5ft. (15ft. with Tentacles) Special Attacks: Constrict 1d6+6, Improved Grab, Numbing Touch Special Qualities: Scent, Ethereal Jaunt, Flight Saves: Fort: +9, Ref: +9, Will: +9 Abilities: Str: 18, Dex: 16, Con: 17, Int: 12, Wis: 13, Cha: 14 Skills: listen +9, move silently +11, spot +9, wilderness lore +11 Feats: Great Fortitude, Lightning Reflexes, Track Climate/Terrain: Any land and Underground Organization: Solitary or Pair Challenge Rating: 9 Treasure: Standard Alignment: Always Chaotic Evil Advancement: 13-24 HD (large) 25-36 HD (huge)
Dyan'Nell are bizarre creatures believed to come from the far realms of insanity that lie beyond the known planes of existence. They can be encountered nearly anywhere, but are thankfully rare. Although they spend most of their time on the material plane they can shift almost effortlessly between the material and ethereal.
A Dyan'Nell is horrible to behold, the creature appears to be mostly mouth, having a barrel shaped body nearly ten feet long with more then half of that length taken up by two toothsome mouths. Four eyes are placed radialy around the body just behind the jaws. From the back of the body sprout four long tentacles, dripping with clear slime, that end by splitting into two smaller tentacles each. The over all color is grayish-purple, with the tentacles darkening to near black towards the ends.
Dyan'Nell understand common, although they have never been heard to speak themselves.
COMBAT Dyan'Nell are consummate hunters, often tracking their prey for days before initiating combat. Once it does attack however, it shifts to the ethereal plane to attack, attempting to catch its prey flat footed. The Dyan'Nell will attack but one opponent at a time normally, constricting that opponent and dragging them to the ethereal plane to finish off privately.
Improved Grab (Ex): A Dyan'Nell that hits a medium sized or smaller opponent with its tentacle rake attack can attempt to start a grapple as a free action, if it gets a hold it can constrict.
Constrict (Ex): A Dyan'Nell inflicts 1d6+6 points of damage with a successful grapple check against medium sized or smaller opponents.
Ethereal Jaunt (Su): A Dyan'Nell can shift from the ethereal to the material plane as a free action, and can shift back again as a move-equivalent action. Any grappled opponents are carried with it when it shifts planes. This ability is otherwise identical with ethereal jaunt cast by a 20th level sorcerer.
Flight (Ex): A Dyan'Nell's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 30 feet. This buoyancy also grants it a permanent feather fall effect with personal range.
Numbing Touch (Ex): The clear slime that coats the tentacles of a Dyan'Nell numbs flesh, a Dyan'Nell inflicts 1d4 points of temporary Dexterity damage on a successful tentacle rake attack, The Dyan'Nell also inflicts this damage each round automatically to opponents that it is constricting. A Fortitude Save (DC 19) will negate the dexterity damage.
Hit Dice: 3d10+6 (22 hp) Initiative: +2 (Dex) Speed: 30ft., Fly 80ft. (average) AC: 14 (+2 Dex, +2 Natural) Attacks: Bite +4 melee, 2 claws +2 melee Damage: Bite 1d6+1, Claws 1d4 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Pounce, Rake 1d4, Shriek Special Qualities: Enhanced Sight, Scent Saves: Fort: +5, Ref: +5, Will: +2 Abilities: Str 12:, Dex: 15, Con: 14, Int: 11, Wis: 12, Cha: 10 Skills: Jump +7, Listen +7, Move Silently +8 Spot +15 Feats: multiattack Climate/Terrain: Temperate to warm hills and mountains Organization: Solitary, pair, or Pride (3-12) Challenge Rating: 2 Treasure: None Alignment: usually Neutral Good Advancement: 4-6 HD (medium) 7-9 HD (large)
A smaller, more intelligent breed of griffon, the Oceolhawk tends to inhabit hills and mountains far from the encroachment of humanity. Oceolhawks see themselves as protectors of the places where they live; typically a pride will claim a ten square mile area of wooded hills or mountains. Oceolhawks often find themselves at odds with orcs and other evil humanoids that seek to despoil their wilderness. Oceolhawk prides will sometimes ally themselves with elves or other races who revere nature, and even more rarely an Oceolhawk will agree to be the mount of a gnome Paladin.
Oceolhawks are typically Griffonish in appearance, having the hindquarters of an Oceolot and the fore part of a falcon. Oceolhawks speak Sylvan.
COMBAT Oceolhawks are predators, although they are predators with a sense of the environment. They will seek to avoid over hunting an area, and never attack intelligent creatures as prey. They mostly hunt medium sized or smaller animals as prey, and have a particular fondness for rabbit. Though they disdain the taste of humanoid flesh, and Oceolhawk will attack savagely if seeking to protect its homeland from despoilers.
Enhanced Sight (Ex): Oceolhawks see six times as well as humans under normal light, and four times as well in low light conditions. In addition to obvious benefits, this gives Oceolhawks a +8 racial bonus to spot checks.
Pounce (Ex): If an Oceolhawk dives or charges it can make a full attack (including a Rake attempt, see below) even though it has moved.
Rake (Ex): On any round that an Oceolhawk pounces it can make two rake attacks (+2 melee) with its hind legs for 1d4 points of damage each.
Shriek (Su): Once per day an Oceolhawk can release a piercing shriek. This has the effect of stunning all non-Oceolhawks within a 15-foot burst centered on the shrieking creature for 1d4 rounds. A Fortitude save (DC 13) negates.
Hit Dice: 6d10+30 (63 hp) Initiative: +0 Speed: 20 ft. AC: 21 (-1 Size, +12 natural) Attacks: Bite +9 melee, 2 claws +7 melee Damage: Bite 1d8+4 plus poison, Claw 1d4+2 Face/Reach: 5 feet x 10 feet/ 5 feet Special Attacks: poison, breath weapon Special Qualities: cold subtype, reflective carapace Saves: Fort: +10, Reflex: +5, Will: +2 Abilities: Str: 18, Dex: 11, Con: 20, Int: 8, Wis: 10, Cha: 8 Skills: Hide +9*, Listen +8, Spot +7 Feats: Alertness, Multiattack Climate/Terrain: Arctic Land Organization: Solitary or pair Challenge Rating: 7 Treasure: None Alignment: usually Neutral Advancement: 7-12 HD (large), 13-18 HD (huge)
The barbarians of the icy lands tell their children to behave or the Hunters will get them. Many barbarian children grow up never realizing that the tales are based upon truth. Rime Hunters are monsters that dwell in the savage arctic, hiding amongst the rocks and snow, waiting for prey.
A Rime Hunter looks something like a cross between a serpent and an armadillo. They have a banded shell of gray and white, that matches closely the coloration of the snow covered boulders that they often hide among. A long scaly neck, rimmed with white hair ends in a snake like head. The Rime Hunter also has four scaly, white furred legs that end in large, sharp claws. Rime Hunters typically understand the languages of whatever creature dwell near them, although they cannot themselves speak.
COMBAT Rime Hunters are lazy by nature, and often simply find a convenient spot along a well-traveled trail to wait for prey to come to them. A Rime Hunter couldn't care less whether that prey was a caribou or a merchant; to a Rime Hunter prey is simply prey. Rime Hunters dislike frost giants, as the giants sometimes hunt them for their carapaces. They avoid Remorhaz and white dragons, but other wise consider all other creatures in their environment potential prey.
Breath Weapon (Su): If hard pressed the Rime Hunter can expel all of the poison in its venom glands as a cloud of poisonous mist. The Hunter will only do this if in dire straits however, as it depletes the hunters store of venom for 1 hour. A hunter that uses its breath weapon cannot use it again for at least one hour, and during that time its bite cannot deliver its poison. The breath weapon forms a ten-foot cube directly in front of the Rime Hunter, any creature caught in the area is subject to a much more concentrated dose of the hunters poison then is delivered via the bite. Fortitude save (DC 18) initial damage 2d6 temporary Dexterity, secondary damage 1d6 temporary dexterity.
Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.
Poison (Ex): Bite, Fortitude save (DC 18); initial and secondary damage 1d6 temporary Dexterity
Reflective Carapace (Su): A Rime Hunter's armor like carapace is exceptionally tough and reflective, deflecting all rays, lines and even magic missile spells. There is a 20% chance of reflecting any such attack back at the caster, other wise it is merely negated.
Skills: Rime Hunters get a +4 racial bonus to hide checks in areas of snow or ice (not included above).
Hit Dice: 1d8 (4 hp) Initiative: +3 (Dex) Speed: 30ft. AC: 15 (+3 Dex, +2 Natural) Attacks: 2 claws +2 Melee, Bite +0 melee; or by Shortspear +2 melee, bite +0 melee; or shortbow +5 ranged Damage: claws 1d3+1, Bite 1d4 plus poison; or Shortspear 1d8+1, bite 1d4 plus poison; or arrow 1d6 Face/Reach: 5ft. by 5ft./5ft. Special Attacks: poison Special Qualities: Lowlight vision Saves: Fort: +0, Ref: +6, Will: +2 Abilities: Str: 13, Dex: 17, Con: 11, Int: 9, Wis: 11, Cha: 10 Skills: Bluff +4, Climb +3, Intimidate +4, Listen +4, Spot +4 Feats: Multiattack Climate/Terrain: warm jungles and swamps Organization: solitary, pair, patrol (4-6), band (7-18 plus 1 leader of 2-5 level), or camp (10-40 plus 1 leader of 2-5th level for every 10 adults, and 1 chieftain of 6-10th level) Challenge Rating: 1/2 Treasure: standard Alignment: often Chaotic Neutral Advancement: By character class
Vithrin are a race of snake-men that have long inhabited the deep jungles and vast swamps of the tropics. Once long ago they ruled great empires from cyclopean stone cities, but the empires where eventually destroyed by the Yuan-ti, and the now forgotten cities crumble under the assault of jungle creepers. Once one of the most civilized of peoples the descendants of the empire builders faced centuries of slavery at the hands of their Yuan-ti conquerors until they eventually devolved into the barbaric state in which they exist today. Though the Vithrin eventually won free from the Yuan-ti, they still view them with hatred, and seek to slay any that they encounter.
Vithrin have snake like heads, and supple bodies. Their overall color is deep green, lightening to a yellowish color near the tips of their long whip like tails. Their fingers and toes are tipped with small wickedly curved claws, and their mouths have two long poison injecting fangs like those of a viper. Vithrin speak their own ancient, nearly forgotten language, which is related to that of the Yuan-ti, those with Intelligence 10 or more also speak common.
COMBAT Vithrin are barbaric savages, long removed from the noble, enlightened creatures they once were, about half of them use weapons, preferring those that are simple to make or steal such as spears or clubs, the rest fight with their clawed hands… all Vithrin use their poisonous fangs in melee combat. If possible bands of Vithrin like to soften up their foes with hails of arrow fire first. Most do not wear any sort of armor due to their natural toughness of their scales, and the heat of their usual environment.
Poison (Ex): Bite, Fortitude save (DC 11); Initial and secondary damage 1d3 temporary Constitution
Lowlight Vision (Ex): Vithrin lack the darkvision shared by most monstrous humaniods, however their eyes are more sensitive to light then a humans, then can see twice as far as a human in dim light, and outdoors on a moonlit night they can see as well as if it were day.
Vithrin Society Vithrin dwell in small nomadic camps that move from place to place within a territory of jungle or swamp that each group of vithrin calls its own. While war between within camps is not unheard of it is rare, and they usually reserve their ferocity for other jungle dwellers, and the yuan-ti in particular. Vithrin are barbaric and crude, taking what they want from other races, by force of arms if necessary, however they are not generally evil, and tend to only take what they must and are not known for wanton slaughter.
Vithrin camps will have non-combatant young equal to half the number of adults. Their camps tend to be collections of thick hide tents surrounding several central fire-pits. They are always ready to move on a moments notice, whenever danger threatens or the chieftain's mood changes.
The Ancient Vithrin once had a grand pantheon of deities that covered nearly all aspects of their existence, since their decent into barbarism however only one of those gods remain, Seepece, the coiled one, a god of survival, hunting, and natural selection. Seepece urges his followers to be strong and swift, and to do what is needed to ensure the continuation of the species.
Vithrin Characters A Vithrin's favored class is Barbarian; Vithrin leaders tend to be Barbarians or Barbarian/rangers. Vithrin clerics worship Seepece and can choose two of the following domains: Animal, Chaos, Plant and Strength. Vithrin spiritual leaders are as likely to be Druids or Adepts as they are cleric however, Vithrin spellcasters prefer spells that fortify and enhance existing abilities.
A Vithrin’s PC’s effective character level (ECL) is equal to its class level +1; thus a 1st level Vithrin Ranger has an ECL of 2 and is the equivalent of a 2nd level character.
Rathrin (Vithrin) Medium Monstrous Humanoid
Hit Dice: 2d8+4 (13 hp) Initiative: +2 (Dex) Speed: 30ft. AC: 15 (+2 Dex, +3 Natural) Attacks: Halberd +2 melee, bite +0 melee; or composite shortbow +4 ranged Damage: Halberd 1d10, bite 1d4 plus poison; or arrow 1d6 Face/Reach: 5ft. by 5ft./5ft. Special Attacks: Hypnotic Rattle, poison Special Qualities: Lowlight vision, scent Saves: Fort: +2, Ref: +5, Will: +4 Abilities: Str: 10, Dex: 15, Con: 14, Int: 10, Wis: 12, Cha: 11 Skills: Bluff +4, Climb +3, Intimidate +4, Listen +4, Spot +4 Feats: Multiattack Climate/Terrain: warm deserts Organization: solitary, pair, patrol (4-6), band (7-18 plus 1 leader of 2-5 level), or village (10-60 plus 1 leader of 2-5th level for every 10 adults, and 2-4 elders of 6-10th level) Challenge Rating: 2 Treasure: standard Alignment: often Lawful Neutral Advancement: By character class
Rathrin are a desert dwelling offshoot of the Vithrin race. They managed to avoid slavery at the hands of the Yuan-ti, and still show a resemblance to the old grandeur that was once the Vithrin race. While the Vithrin society was falling to the Yuan-ti, the Rathrin escaped slavery by adapting to an environment that the Yuan-ti found uncomfortable. Rathrin found that they could survive in their new environment through discipline and training, and have adapted well to life in the desert in the time since they were forced to migrate there.
Rathrin have triangular snake like heads, and supple bodies. Their overall color is deep reddish brown, and they often have a series of white diamond shaped patters running down their back. A Rathrin's tail is shorter then that of a typical Vithrin, and ends in a collection of lose scales that make a rattling sound when shaken. Rathrins fingers and toes do not have claws, typically ending in well manicured nails, their mouths, however, sport a truly impressive pair of venomous fangs. Rathrin speak the vithrin language, which is related to that of the Yuan-ti, most also speak common.
COMBAT Rathrin are organized in all things, and combat is no exception. They fight with well thought out battle plans, and solid, if not brilliant, strategies. They prefer to use ornate, wavy bladed halberd in combat, and will not hesitate to bite with their poisonous fangs. Because of the general openness of the deserts where they live, and because their villages are often constructed in high places, Rathrin know the value of ranged weapons, and will often begin encounters with a volley of arrows.
Hypnotic Rattle (Su): By shaking its tail, a Rathrin can cause the dry scales on its end to emit a hypnotic rattling sound. This has the same effects as a hypnotism spell cast by a first level sorcerer (Will save DC 11 to resist). A Rathrins hypnotic rattle is a sonic mind-affecting effect.
Poison (Ex): Bite, Fortitude save (DC 13); Initial and secondary damage 1d3 temporary Constitution
Lowlight Vision (Ex): Rathrin lack the darkvision shared by most monstrous humaniods, however their eyes are more sensitive to light then a humans, then can see twice as far as a human in dim light, and outdoors on a moonlit night they can see as well as if it were day.
Rathrin Society Rathrin dwell in small villages built of adobe, often on the side of cliffs or canyons. Rathrin villages are always on good terms with other Rathrin villages in the area, although each village is controlled by its own council of elders. Rathrin treat members of other races with suspicion, but are seldom openly hostile. Rathrin prefer to be left alone, and make a point of telling that to anybody that asks. A Rathrin village will have non-combatant young equal to half the number of adults.
When the Rathrin fled into the desert they left most of their own gods behind, the only one commonly worshiped by Rathrin now is Diomede. Diomede is a demigod of fire, purification through flame, and discipline, he appears in cultural art as a great naga with huge dragon-like wings.
Rathrin Characters A Rathrin's favored class is Monk; Rathrin leaders tend to be monks or fighters. Rathrin clerics worship Diomede and can choose two of the following domains: Fire, Law, and Protection. Rathrin spellcasters prefer spells that fortify and enhance existing abilities.
A Rathrin PC's effective character level (ECL) is equal to its class level +3; thus a 1st level Rathrin Monk has an ECL of 4 and is the equivalent of a 4th level character.
Zherog]So I just looked at your first couple of posts for the first time, Evan. I gotta say:
Do you mean the index, or my own material in the resource? I expect the former, but either way, ta But now you do have me worried because I know you've viewed this thread on a number of occasions, and if you're only just noticing the mahusive index at the start of it, I'm wondering if I need to make it more... erm... obvious?
I'm thinking naked bards and flashing pink neon signs. What do you reckon?
So I just looked at your first couple of posts for the first time, Evan. I gotta say:
Kudos! [/quote] Do you mean the index, or my own material in the resource? I expect the former, but either way, ta But now you do have me worried because I know you've viewed this thread on a number of occasions, and if you're only just noticing the mahusive index at the start of it, I'm wondering if I need to make it more... erm... obvious?
I'm thinking naked bards and flashing pink neon signs. What do you reckon?
Evandar_TAybara]Do you mean the index, or my own material in the resource? I expect the former, but either way, ta
Yep, I meant the index.
Do you mean the index, or my own material in the resource? I expect the former, but either way, ta [/quote] Yep, I meant the index.
But now you do have me worried because I know you've viewed this thread on a number of occasions, and if you're only just noticing the mahusive index at the start of it, I'm wondering if I need to make it more... erm... obvious?
I actually don't recall ever looking at this thread before it replaced the Villain/NPC sticky. And then I only started looking at the new stuff. So no, I hadn't actually looked at the index previously.
I'm thinking naked bards and flashing pink neon signs. What do you reckon?
Females only, please. Preferably with big, um... Charisma. :D
John Ling Freelance Writer/Editor PM for availability
Once a great and powerful duke of hell, Gusion fell victim to infernal political backstabbing, and found himself on the run. The former vassal of the lord of the fourth fled to Acheron, and has spent several centuries laying low. Recently, however, Gusion has been stirring, and is almost ready to implement a plan to get himself back in the good graces of the other lords of hell.
Gusion looks like a tall, dark skinned man with green hair. He could be considered devilishly handsome if not for his powerful goat-like legs and glowing red eyes. Gusion has a short temper, and is known to speak his mind on matters, a trait that has gotten him into trouble with the other dukes of hell in the past. Recently he has been contacting evil adventurers to do seemingly inconsequential things for him on the material plane, while none of these things seem to be connected, it is likely that they are part of his plot to get back into the good graces of the lords of the nine.
COMBAT When preparing for combat against worthy adversaries Gusion invariably arms himself with Darkcleaver, a +5 defending, lawful, thundering halberd. Against lesser foes however, Gusion revels in the savagery of using his clawed hands. While a powerful physical combatant, Gusion is not foolish, and will try to soften up opponents with spells and spell-like abilities before closing to melee.
Devil Qualities: Immune to fire and poison; cold and acid resistance 20; can see perfectly in darkness of any kind, even that created by deeper darkness spells; Can communicate telepathically with any creature within 100 feet that has a language.
Great Leap (Ex): Gusion’s powerful leg muscles allow him to make tremendous leaps. He gets a +30 bonus on all jump checks, and his maximum distance (vertical or horizontal) is not limited by his height.
Kick (Ex): By forgoing all other actions in a round Gusion can make a single melee attack (at +18 melee) against an opponent of medium size or less. This attack, a kick with the devils powerful legs, inflicts 3d6+15 damage, and hurls the target unless a fortitude save (DC 34) is made. A hurled target flies 70 feet and takes 7d6 points of damage when landing. If Gusion kicks the target off of a cliff or something similar the target takes 7d6 or falling damage, which ever is greater.
Masterful Dodge (Ex): Gusion retains his Dexterity bonus to armor class when flat footed, and cannot be flanked. In addition if he makes a save against any spell that requires a reflex save for half damage, Gusion instead takes no damage from that spell.
Regeneration (Ex): Gusion takes normal damage from Acid that manages to over come his resistance, and holy and blessed weapons if those weapons are at least +4.
Spell-Like Abilities (Sp): At Will—animate dead, charm monster, continual flame, desecrate, detect magic, dispel chaos, greater dispelling, hold person, locate object, magic circle against chaos, magic circle against good, major image, produce flame, pyrotechnics, suggestion, teleport without error, unholy aura, unholy blight, and wall of fire; 1/day—Incendiary cloud, polymorph any object, power word blind, symbol (Any) and true resurrection; 1/year—wish. These abilities are as the spells cast by 20th level sorcerer (save DC 14 + spell level).
Spells: Gusion can cast divine spells from the cleric list and from the Destruction, Evil, and Law domains as a 20th level cleric (Save DC 14+ spell level).
Summon Devils (Sp): Although technically an outcast from hell Gusion retains his ability to summon other devils. Once per day Gusion can attempt to summon 1d6 Cornugon or 1d3 Pit Fiends with a 100% chance of success. Summoned creatures automatically return from whence they came after 1 hour. A devil that has just been summoned cannot use its own summoning ability for 1 hour.
Unholy Grace (Su): Gusion gets his charisma bonus as a modifier on all saves (already included above).
Hit Dice: 10d8+50 (95 hp) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 40 ft., Fly 90 ft. (good) AC: 24 (+2 Dex, + 6 natural, + 5 breastplate, +1 small shield) Attacks: +2 flamingburst longsword +17/+12 melee Damage: +2 flamingburst longsword 1d8+6 plus 1d6 fire Face/Reach: 5ft. by 5 ft./5ft. Special Attacks: Foe of Darkness, Smite Evil, Spell-like Abilities Special Qualities: Melliorim Qualities, Damage reduction 10/+2, Protective Aura, Tongues, SR 24 Saves: Fort: +12, Ref: +9, Will: +10 Abilities: Str: 19, Dex: 14, Con: 21, Int: 13, Wis: 17, Cha: 16 Skills: Bluff +13, Diplomacy +13, Heal +13, Intimidate +13, Knowledge (Religion) +11, Listen +13, Search +11, Sense Motive +13, Spot +13 Feats: Expertise, Flyby Attack (b), Improved Initiative, Weapon Focus (Longsword) Climate/Terrain: upper planes Organization: solitary, pair, patrol (3-9), armada (10-30 plus 1 Planetar) or Host (100-1,000 plus 2d6 Planetars and 1 Solar) Challenge Rating: 14 Treasure: standard, plus +2 flamingburst longsword Alignment: always good (Lawful, Neutral or Chaotic) Advancement: 11-30 HD (medium)
The Melliorim are the hosts of good, warriors of goodness who fight against the darkness of evil. When a person hears of a celestial host striking at the heart of evil that host is generally made up of Melliorim led by Planetars and Solars. Powerful warriors in the cause of good, when not at war many Melliorim are used by gods of good as guards for their realms and palaces.
Melliorim look like attractive humans, generally about seven feet tall and well proportioned dressed in war scarred armor. They are readily identifiable however, by their great spreading white-feathered wings. They speak with deep commanding voices.
COMBAT Staunch foes of evil, Melliorim fight with efficiency and grace. Each is armed with a flamingburst longsword that it will use in preference to all other weapons. Patrols of Melliorim fight with good group tactics, as the main sword arm of good through out the ages, most Melliorim have seen lots of combat, and it is shown by their actions.
Foe of Darkness (Ex): When in combat with any outsiders that have the [evil] subtype, a Melliorim always acts as if it has the improved critical feat with whatever weapon it is using. In addition any attacks by the Melliorim bypass the damage reduction and regeneration (if any) of any evil outsiders attacked.
Melliorim Qualities (Ex): Melliorim are immune to electricity, poison and disease, they have acid, cold and fire resistance 20
Protective Aura (Su): As a free action a Melliorim can souround itself with a nimbus of light having a 10 foot radius. This acts as a magic circle against evil and as a minor globe of invulnerability, both as cast by a 10th level sorcerer. The aura can be dispelled, but the Melliorim can create it again as a free action on its next turn.
Smite Evil (Su): Once per day a Melliorim can make a melee attack that will deal additional damage against an evil foe. The attack roll gets an additional bonus equal to the Melliorim’s charisma bonus, and deals 10 points of additional damage if successful.
Spell-Like Abilities (Sp): At will—bless, cure serious wounds, cure disease, flame strike, holy smite, neutralize poison, restoration, searing light, shield of faith, shield other, teleport with out error (self plus 50 pounds of objects only). These abilities are as the spells cast by a 10th level sorcerer (save DC 13 + spell level).
Tongues (Su): Melliorim 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.