Actions/Abilities/Traits: Pathfinder 2e
Ability
Divine Innate Spells
DC 17; 4th read omens; 1st detect alignment (at will; evil only), heal, illusory object; Cantrips (1st) dancing lights, daze, detect magic; Constant (4th) freedom of movement
Ability
Starlight Blast
(chaotic, good, light) The lyrakien unleashes a blast of holy starlight in a 5-foot burst centered on itself. Creatures in the area take 1d6 chaotic damage and 1d6 good damage (DC 17 basic Reflex save). The lyrakien can't use Starlight Blast or its starlight ray ranged attack for 1d4 rounds.
Offense
Melee
Circumstance: combat round (melee)
fist +9 [+5/+1] (agile, chaotic, finesse, good, magical), Damage 1d4-2 bludgeoning plus 1 chaotic and 1 good
Offense
Ranged
Circumstance: combat round (ranged)
starlight ray +9 [+4/-1] (chaotic, good, light, range 10 feet), Damage 1d4 chaotic and 1d4 good
Trait
Azata
This family of celestials is native to Elysium. They are typically chaotic good and have darkvision and a weakness to evil and cold iron.
Trait
Celestial
Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.
Language
Common
Draconic
Infernal
Perception
darkvision
Weakness
cold iron 3
evil 3
Actions/Abilities/Traits: Pathfinder 2e