Divine Light
Medium-Size Outsider (Good, Incorporeal, Law)
Hit Dice:
8d8+24 (60 hp)
Initiative: +4 (Dex)
Speed: 30 ft., Fly 100 ft. (good)
AC: 20 (+4 Dex, +6 deflection)
Attacks: Slam +13/8 melee
Damage: Slam 1d6+7 plus 1d10 positive energy
Face/Reach: 5 ft. by 5 ft. /5 ft.
Special Attacks: Spell-like abilities, positive energy
Special Qualities: Incorporeal, SR 18, celestial qualities, blinding light
Saves: Fort +9, Ref +10, Will +8
Abilities: Str 20, Dex 19, Con 16, Int 14, Wis 15, Cha 19
Skills: Concentration +14, Intimidate +15, Knowledge (any two) +10, Listen +13, Sense Motive +13, Spellcraft +11,Spot +13
Feats: Dodge, Flyby Attack, Mobility
Climate/Terrain: Any land and underground
Organization: Solitary, pair, swarm (3-5)
Challenge Rating: 8
Treasure: No coins, double goods, standard items
Alignment: Always lawful good
Advancement: 9-16 HD (Medium-size)
                       17-24 HD (Large)

Divine lights are the common tools of the celestial hierarchy.  Radiant and dangerous these creatures carry out their orders with quiet precision.
     Divine lights appear as vaguely human shaped fields of white light.  Their features are dark spots on a beautiful but blinding visage. Wholly immaterial, their demeanor is quiet and calm, if rigid and stubborn.
     Divine lights speak Celestial, Common, and Infernal.

Combat
Divine lights use their spell-like abilities to carry out their missions.  If physically threatened, they respond with powerful slams of positive energy, burning through their foes.
     Positive Energy (Su): A divine light is infused with positive energy.  With each slam attack, 1d10 damage is done due to the rush of positive energy (this does double damage against undead). Additionally, a divine light can turn undead as a cleric of its level an unlimited number of times a day.
    Spell-like Ability (Sp): At will-continual flame, detect chaos, detect evil, see invisibility, and speak with dead; 3/day-lightning bolt and wall of fire.  These abilities are cast as a 16th level sorcerer.
    Celestial Qualities (Su): A magic circle against evil effect surrounds a divine light at all times. A divine light is immune to cold, electricity, fire, petrification, and poison.
   
Blinding Light (Su): Divine lights continuously emit a bright glow, blinding its opponents.  Because of the light, opponents suffer a 20% miss chance.
 
  Incorporeal: Can only be harmed by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source.  Can pass through solid objects at will, and own attacks pass through armor.  Always moves silently.
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