Emissars, or propaganda angels, are a divine embodiment of radical hope and the celestial answer to information warfare. Some emissars spring from the sainted souls of revolutionary leaders or celebrities who used their platforms to help people in life, having been transformed into a celestial in their afterlife. Others spontaneously form out of the condensed faith and desires of a movement or ideal.
Emissar angels take on the role of celestial spin doctors and political organizers, inspiring their allies to rally together and keep pushing toward a goal even when defeat seems inevitable. Emissars often support mortal causes that align with their own beliefs and goals, and while they always hope to change hearts with an inspiring speech or an act of radical kindness, emissars aren't afraid to fight for what they believe in—no matter the cost to themselves. As soon as a battle ends, their first priority is caring for their allies and saving any enemies who might be swayed to join the cause. While their allies usually appreciate their unshakable hope and upbeat attitude, their opponents resent what can be construed as the emissars' toxic positivity and comforting lies.
Elite |
Normal |
Weak
Languages Common, Diabolic, Empyrean
Str +3
Dex +3
Con +0
Int +1
Wis +1
Cha +4
AC 20
+1 status bonus vs. emotion and mental
Encouraging Hope (
aura,
divine,
emotion,
mental) 30 feet. Allies within the angel's aura gain a +1 status bonus to all saves against emotion and mental effects. Enemies in the area take a –1 status penalty to all saves against emotion and mental effects.
Speed 25 feet, fly 40 feet
Divine Innate Spells DC
21, attack
+13 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells);
2nd
1st
Cantrips (2nd)
Rituals DC
21 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells);
1st
Morale Boost
[one-action]
The emissar angel urges their allies to hustle for the cause. Until the beginning of the emissar's next turn, the emissar and their allies within 100 feet that can sense the angel gain a +5-foot status bonus to their Speeds.
Spin Doctor
[one-action]
(healingmental)
The emissar commands an ally within 30 feet to ignore a harmful effect and keep fighting. The target gains 2d10 temporary Hit Points for 1 minute and suppresses one condition that's currently affecting it for the next 1d4 rounds, chosen from the following list:
confused,
fatigued,
fleeing,
frightened, or
stupefied. The target is then temporarily immune to Spin Doctor for 1 hour.
All Creatures in "Angel"
While many angels in modern times ascended from mortal souls across the cosmos, these celestial beings were among the first creatures to exist in all the cosmos. Warriors and messengers of the gods, they’re utterly devoted to their cause, whether that be destroying evil or spreading a deity’s message across the galaxy.