Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Choose Weakness
(concentrate, divination, divine, evocation, manipulate) A ghaele attempts to Recall Knowledge about a foe it is facing. If successful, it can change the elemental damage dealt by its greatsword and light ray to acid, cold, electricity, fire, or sonic, usually to match the a foe's weakness. It can also change its energy resistance to any of these energy types (this can be a different type than for its attacks). The choices remain until it next uses Choose Weakness.
Ability
Divine Innate Spells
DC 33; 7th chromatic wall, dispel magic, heal, prismatic spray; 6th illusory scene; 5th banishment; 4th heal (x4), invisibility (at will; self only), restoration; 3rd mind reading; 2nd continual flame (at will), dispel magic (at will); 1st charm, detect alignment (at will; evil only), illusory disguise (at will); Cantrips (7th) dancing lights, detect magic, light; Constant (7th) see invisibility; (5th) tongues
Ability
Divine Rituals
DC 33; 5th resurrect
Ability
Free Blade
Circumstance: Trigger: The ghaele ends its turn while unable to act or attempts
A ghaele's blade is implacable in the pursuit of freedom, and its energies can overpower any effect that would interfere with its swordplay. The ghaele attempts to counteract each effect that prevents it from making a greatsword Strike, gives it a penalty to its greatsword Strike, or prevents it from acting. The ghaele can use this ability even if it's otherwise unable to act.
Ability
Ghaele's Gaze
(divine, evocation, visual) When a ghaele fixes its gaze upon a non-good creature, the creature suffers the effects of divine decree (DC 33 Will save). If it survives, the creature is temporarily immune to Ghaele's Gaze for 1 minute.
Ability
Holy Blade
(divine, evocation) Any weapon becomes a +2 holy striking weapon while the ghaele wields it.
Ability
Light Form
A ghaele's body is partially corporeal and partially composed of light, with a color corresponding to the elemental energy currently residing in its blade (see Choose Weakness). It can move through solid objects but can't end its action within a solid object.
Offense
Melee
Circumstance: combat round (melee)
holy greatsword +28 [+23/+18] (good, magical, versatile P), Damage 2d12+13 slashing plus 1d6 good and 1d6 other (see Choose Weakness)
Offense
Ranged
Circumstance: combat round (ranged)
light ray +25 [+20/+15] (chaotic, good, light, range 300 feet), Damage 1d12 chaotic plus 1d12 good plus 2d6+6 other (see Choose Weakness)
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.
Item
+1 greatsword
Language
Draconic
Infernal
tongues
Perception
darkvision
see invisibility
Resistance
energy 15 (see Choose Weakness)
Weakness
cold iron 15
evil 15