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Sephirah, Nitzotz

This orb of scintillating light darts through the air in a confounding pattern.

Nitzotz CR 2

XP 600
LG Small outsider (good, lawful, sephirah)
Init +4 Senses darkvision 60 ft.; Perception +7

AC 16, touch 12, flat-footed 15 (+1 dodge, +4 natural, +1 size)
hp 19 (3d10+3)
Fort +2; Ref +3; Will +3
Immune blindness, critical hits, deafness, disease, electricity, fire, poison

Speed fly 60 ft. (perfect)
Ranged 2 light rays +4 ranged touch (1d6)
Special Attacks channel positive energy (3/day, 1d6, DC 11), confounding visage
Spell-Like Abilities (CL 3rd; concentration +3)

1/weekcommune (6 questions)

Str 1, Dex 11, Con 12, Int 6, Wis 11, Cha 10
Base Atk +3; CMB -3; CMD 7
Feats Dodge, Improved Initiative
Skills Diplomacy +6, Fly +17, Knowledge (planes) +6, Perception +7, Sense Motive +7; Racial Modifiers +1 bonus on all Knowledge checks
Languages envisaging

SQ planar adaptation, void form

Environment any (Heaven)
Organization solitary, pair, or cloud (3-6)
Treasure none

Confounding Visage (Su) Gaze—dazzled for 1 round, 10 feet, Will DC 11 negates. This ability does not affect outsiders, nor does it affect creatures that cannot see the nitzotz’s true form. The save DC is Charisma-based

Light Ray (Su) A nitzotz can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.