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Kuribu (Sentinel Angel)

Kuribus serve as the guardians of temples and other holy sites. They are humanoid in appearance and roughly the size of human children. Their bodies look like stone, which allows kuribus to disguise themselves as statues for extended periods of time (sometimes up to centuries). When defending their sites, kuribus harry invaders from a distance.

Recall Knowledge - Celestial (Religion): DC 18
Unspecific Lore: DC 16
Specific Lore: DC 13

Elite | Normal | Weak
Proficiency without Level

KuribuCreature 3

Small Angel Celestial Holy 
Source Monster Core 2 pg. 26
Perception +8; darkvision
Languages Diabolic, Draconic, Empyrean
Skills Acrobatics +8, Diplomacy +5, Religion +6, Stealth +6
Str +2, Dex +4, Con +1, Int +0, Wis +2, Cha +1
Items composite shortbow (20 arrows)
AC 14; Fort +3, Ref +8, Will +6
HP 45; Weaknesses unholy 5
Sentinel's Aura (aura, divine) 30 feet. The kuribu and any other creature in the aura defending the same holy site gain a +1 status bonus to AC. This aura is suppressed while Statue is in effect.Immobilizing Ambush [reaction] Requirements The kuribu is disguised as a statue; Trigger A creature moves within 60 feet of the kuribu; Effect The kuribu springs into action by making a shortbow Strike against the triggering creature. If the Strike hits, the creature is pinned by the arrow, as described in the bow critical specialization.
Speed 25 feet, fly 25 feet
Melee [one-action] fist +8 [+4/+0] (agile, finesse, holy, magical), Damage 1d4+6 bludgeoningRanged [one-action] composite shortbow +8 [+3/-2] (deadly d10, holy, magical, propulsive, range increment 60 feet, reload 0), Damage 1d6+5 piercingBlessed Aspect [two-actions] (divine The kuribu's face transforms, and their holy countenance unleashes an attack based on the aspect the kuribu chooses. The kuribu can't use Blessed Aspect again for 1d4 rounds. They can revert back to their humanoid appearance at any time, but they still have to wait before using Blessed Aspect again.
  • Eagle The kuribu unleashes a disorienting screech in a 15-foot cone that deals 2d10 sonic damage with a DC 19 basic Will save. A creature that critically fails is also stunned 1.
  • Lion The kuribu makes a powerful jaws Strike against an adjacent creature. The attack has a +12 attack modifier and deals 4d6 piercing damage plus 1d4 persistent bleed damage.
  • Ox The kuribu charges into a creature. The kuribu Flies or Strides. At the end of their movement, dealing 4d6 bludgeoning damage to it with a DC 17 basic Fortitude save. If the target critically fails) Statue [one-action] (concentrate) Until the next time they act, the kuribu appears to be a statue. They have an automatic result of 29 on Deception checks and DCs to pass as a statue.

    Sidebar - Additional Lore Holy Countenances

    Kuribus can partially take on the appearance of powerful animals and tap into those creatures' abilities in combat. Though most kuribus manifest the animals featured here, some instead tap into the abilities of other creatures like elephants or wolves. Some divine accounts speak of ancient kuribus who can transform entirely into these creatures and remain vigilant for decades in the guise of animal statues.

    All Monsters in "Angel"

    NameLevel
    Angelic Chorus12
    Balisse (Confessor Angel)8
    Cassisian (Archive Angel)1
    Choral (Choir Angel)6
    Kuribu (Sentinel Angel)3
    Monadic Deva (Soul Angel)12
    Movanic Deva (Guardian Angel)10
    Ninkonda (Hunter Angel)17
    Oceanius And Glory Arcely18
    Planetar (Justice Angel)16
    Solar (Archangel)23
    Sramana (Renouncer Angel)15
    Tabellia (Emissary Angel)14
    Tennin (Brocade Angel)9

    Angel

    Source Monster Core pg. 14 1.1
    The celestial hosts of angels are messengers and warriors, divided into choirs based on their abilities and purviews. Angels were one of the first creations of the gods, and many still assist their righteous creators throughout the cosmos. Most angels in modern times are not direct creations of the divine, however, instead consisting of ascended mortal souls drawn from the celestial planes.

    The majority of unaffiliated angels live in Nirvana, the plane of virtue and enlightenment. Angels who are affiliated with deities dwell in those deities' domains or other areas where that god holds influence. Regardless of residence or service, angels remain benevolent messengers possessed with magical auras to aid their allies.

    Sidebar - Additional Lore Angelic Divinities

    The most powerful angels belong to a category of demigods known as the empyreal lords—a title shared with other powerful holy demigods among the host of archons, azatas, and other inhabitants of the celestial planes. The most famous and powerful empyreal lord, Sarenrae, ascended to godhood and now reigns above the other empyreal lords

    Sidebar - Locations Angelic Locations

    Angels normally live on Nirvana or other celestial planes, but their missions can bring them to the Universe. Spellcasters can conjure them for aid or advice in times of need, and they can even be found, if rarely, crusading against fiends in Hell, the Outer Rifts, or anywhere in between.

    Sidebar - Treasure and Rewards Angelic Treasure

    Many angels wear exquisite armor or wield beautiful and often magical weapons. While they are not hampered by mortal sins like greed or pride (save for the very rare and tragic exception), they do enjoy the beauty and crafting of fine clothing, exquisite jewelry, and works of art.

    Sidebar - Related Creatures Holy Forces

    Relations between angels and other celestials are never completely harmonious, but they generally avoid clashes by focusing on their respective strengths: angels on negotiation, archons on warfare, azatas on bringing joy to the moral realm, and so on. Angels also work with the others to make sure the wills of their gods are represented