Peace Week kicks off here at Necromancers of the Northwest with the appearance of a new monster: the voice of peace. Of course, most PCs don’t encounter monsters with peaceful intentions, and even this week’s mighty voice of peace can and probably will be fought, either by your PCs or by their foes. Even so, the voice of peace prefers not to harm his foes, instead protecting himself and others and using his charms to force opponents to back down from combat. Enjoy.
Voice of Peace
Though clearly otherworldly, the creature before you is dressed as a vagabond and has a kind face with a childlike innocence and wise piercing eyes.
VOICE OF PEACE CR 6
NG Medium outsider (extraplanar, good)
Init +0; Senses low-light vision; Perception +15
Aura aura of mercy (10-ft. radius)
AC 20, touch 15, flat-footed 20 (+5 deflection, +5 natural)
hp 80 (7d10+42)
Fort +7, Ref +5, Will +10
Defensive Abilities armor of peace
Speed 30 ft.
Melee +3 quarterstaff +10/+5 (1d6+3)
Special Attacks peaceful mist, touch of calm, touch of shelter
Spell-like Abilities (CL 11th, concentration +16)
At Will—sanctuary (DC 16). suggestion (DC 18), undeath to death (DC 21)
Str 10, Dex 10, Con 20, Int 10, Wis 20, Cha 20
Base Atk +7; CMB +7; CMD 22 (can’t be tripped)
Feats Lightning Reflexes, Persuasive, Skill Focus (Diplomacy), Toughness
Skills Diplomacy +20, Heal +15, Intimidate +7, Knowledge (local) +10, Knowledge (planes) +10, Perception +15, Sense Motive +15
Languages Celestial, Common
Armor of Peace (Su): A voice of peace is surrounded by a tangible force of non-conflict which protects him from harm, granting him a deflection bonus to AC equal to his Wisdom modifier.
Aura of Mercy (Su): A voice of peace is surrounded by a magical aura that makes it difficult to do lasting harm in his presence. All damage dealt within the aura’s area is nonlethal damage, except for damage dealt by cold iron weapons, unholy weapons, or spells with the evil descriptor.
Peaceful Mist (Su): As a standard action, a voice of peace can create a dense cloud-like mist which instills peaceful suggestibility in those who breathe it in. This ability functions similarly to the spell fog cloud, except that the voice of peace can see through the cloud without difficulty and all characters within the cloud suffer a -3 penalty on all Will saves made to resist the voice of peace’s suggestion spell (so long as the suggestion is non-violent). A voice of peace can use this ability 3 times per day.
Touch of Calm (Su): As a standard action, a voice of peace may attempt a melee touch attack (+7 bonus to touch) in order to cause an intense sense of calm to overcome a living creature. If the touched creature was affected by a rage or bloodrage, that effect immediately ends, and any emotion spells currently affecting the target are dispelled. Additionally, the target must succeed on a DC 19 Will save or be unable to attack or cast spells. Each round, the target may attempt a new saving throw as a standard action. This is a mind-affecting effect. A character that succeeds on his saving throw is immune to this effect for 24 hours.
Touch of Shelter (Su): As a standard action, a voice of peace may touch a willing creature in order to shelter him. For 1 minute, or until the touched creature makes a hostile action (such as making an attack or casting a spell which deals damage or has a saving throw entry denoted as other than harmless), the target gains a + 4 bonus to its AC and to all saving throws and a +8 bonus on Diplomacy checks made during that time.
A voice of peace is a living embodiment of peace and goodwill towards all living creatures. Though of heavenly origin, voices of peace spend little time in the outer planes, preferring instead to wander the worlds of mortal men and women, helping those in need and spreading their philosophy of peace and mercy through kind words and stalwart example. Though the voice of peace is a great champion for the good in people, he is also a great opponent of evil, though they will often encourage the good to overcome the wicked not through strength of arms, but through strength of will, free exchange of ideas, and a genuine commitment to something stronger than themselves. Of course, the villains of the world often view such peaceful displays with disdain and attempt to use force to put a stop to such resistance, which forces the voice of peace to use his powers to force a more peaceful resolution to problems.
Though they loathe conflict, occasionally a voice of peace is required to fight either to defend his ideals, or to protect those he has championed. Even in the heat of battle, a voice of peace refuses to do harm to any living creature, instead using his magical and supernatural abilities to force his foes to see reason and give up the fight, perhaps winning them as converts to his cause in the process. Against undead creatures, however, voices of peace show no mercy, destroying unintelligent undead and those intelligent undead that refuse to see reason without hesitation. Constructs and other automatons often pose a serious risk to the voice of peace, whose abilities are ineffectual against such creatures. Consequently, a voice of peace expecting resistance from such foes will often seek out the aid of good-aligned adventurers willing to pursue the cause of peace and serve the greater good of all peoples.