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Since the holy energy inside of them sustains their simple biology, radiant essences rarely take time to consume material they break down. Radiant essences don’t need to continually secrete this acid they can stiffen their outer membrane in order to move around or over objects without dissolving them, although they rarely do so. The golden, protoplasmic fluid in which they float is acidic, able to swiftly corrode metal and dissolve organic material. These masses float within a radiant essence’s fluid form and contain the purest celestial energy. Regardless of their color, all radiant essences contain small, malleable globules of shimmering matter that surround a shining core. Most radiant essences are formed from a multitude of types and are therefore a shimmering golden orange however, radiant essences formed exclusively from one type of good outsider take on the corresponding color. Angels contribute a rich yellow, archons a shining silver, agathions a vibrant orange, and azatas a fiery red. Radiant essences are usually very similar in size, but each radiant essence’s coloration is determined by the outsiders that perished to form it. Radiant essences sense their environment by vibration and air pressure, supplemented by their instinctive knowledge of whether nearby creatures are fundamentally wicked.Ī radiant essence is normally 8 feet in diameter and between 8 and 12 inches thick. Like many oozes, radiant essences are comprised primarily of caustic matter, but this substance is infused with holy energy that causes them to shine with a soft, glowing light. Alchemist-priests have long sought formulae to recreate these oozes but cannot replicate the process of their creation devout scholars posit that the will of the divine prevents mortal creation of such holy matter. Some servants of benevolent deities actively collect radiant essences from the Material Plane, using their protomatter in the creation of powerful celestial champions but others allow these oozes to stay on the Material Plane as protectors of sacred areas. Unintelligent but driven to destroy evil, radiant essences are an enigmatic force for goodness. When the remnants of several such outsiders pool and coalesce into a combination of spiritual residue and holy energy, an energetic, shimmering sludge called a radiant essence emerges. Most good-aligned outsiders never contribute to a radiant essence, as their holy energy is drawn back to the good Outer Planes in death, but the most righteous and powerful among them might leave behind a bit of their zealous spirit that hungers to continue its crusade against evil. When a particularly powerful good-aligned outsider gives its life defending a holy location on the Material Plane, remnants of its pure spirit can be weighted down with worldly matter. Sense Evil (Su)Ī radiant essence automatically knows whether a creature it detects with its blindsight has an evil alignment. Evil creatures that hit a radiant essence with natural weapons or unarmed attacks take 2d6 points of damage.
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Divine Ectoplasm (Su)Ī radiant essence’s attacks count as good-aligned for the purpose of bypassing damage reduction and deal an extra 2d6 points of damage against all creatures of evil alignment.
#RADIANT ARMOR REMNANT FULL#
If a radiant essence remains in contact with a wooden or metal object for 1 full round, the object takes 30 points of acid damage (no save). A metal or wooden weapon that strikes a radiant essence takes 2d6 points of acid damage, unless the weapon’s wielder succeeds at a DC 25 Reflex save. Each time a creature takes damage from a radiant essence’s acid, its clothing and armor take the same amount of acid damage ( Reflex DC 25 negates damage to clothing and armor). Str 34, Dex 9, Con 26, Int -, Wis 1, Cha 1īase Atk +11 CMB +24 (+28 grapple) CMD 33 (can’t be tripped)Ī radiant essence secretes a corrosive substance that dissolves organic material and metal quickly, but doesn’t affect stone.
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#RADIANT ARMOR REMNANT PLUS#
Special Attacks acid, constrict (6d6+18 plus 2d6 acid), divine ectoplasm Melee slam +22 (6d6+18 plus 2d6 acid and grab) Init –1 Senses blindsight 60 ft., sense evil Perception –5ĪC 8, touch 8, flat-footed 8 (–1 Dex, –1 size)