This incredibly handsome man's pointed ears and otherworldly grace betray an inhuman beauty.
Gancanagh CR 4
CG Medium outsider (azata, chaotic, extraplanar, good)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +9
AC 17, touch 15, flat-footed 12 (+5 Dex, +2 natural)
hp 42 (5d10+15)
Fort +4, Ref +9, Will +5
DR 5/cold iron or evil; Immune electricity, petrification; Resist cold 10, fire 10
Weaknesses vulnerable to smoke
Speed 40 ft.
Melee +1 mithral rapier +11 (1d6+6/18-20)
Spell-Like Abilities (CL 5th; concentration +10)
At will—charm person (DC 16), mirror image, suggestion (DC 17)
1/day—cure moderate wounds, good hope
Str 12, Dex 21, Con 16, Int 15, Wis 12, Cha 21
Base Atk +5; CMB +6; CMD 21
Skills Bluff +13, Diplomacy +15, Disguise +13, Intimidate +15, Knowledge (planes) +6, Perception +9, Perform (wind instruments) +13, Sense Motive +7, Stealth +9, Use Magic Device +10
Languages Celestial, Infernal, Sylvan; truespeech
SQ change shape (Small or Medium humanoid; alter self), gancanagh's grace, invigorating passion
Environment any (Elysium)
Treasure triple (+1 mithral rapier, other treasure)
Gancanagh's Grace (Su) A gancanagh's otherworldly grace and flowing movement allow him to add his Dexterity modifier to damage rolls with his rapier in place of his Strength modifier.
Invigorating Passion (Su) A gancanagh's passion has the power to raise those who receive it to great heights. Any creature who performs an act of passion with a gancanagh, such as a kiss, gains a +1 competence bonus on attack rolls, gains 1 bonus Hit Die (d10) with the commensurate number of temporary hit points (apply the target's Constitution modifier, if any), and takes no penalties from the fatigued or exhausted conditions. These benefits last for 1 hour. At the end of that time, the creature must succeed at a DC 17 Fortitude save or become fatigued, or exhausted if it was already fatigued. This is a mind-affecting effect. The save DC is Charisma-based.
Vulnerable to Smoke (Ex) A gancanagh's lungs can't tolerate smoke. He takes a -4 penalty on all saving throws against smoke and cloud effects, such as stinking cloud and the smoke from pyrotechnics.
Male azatas of extraordinary and radiant beauty, gancanaghs are Elysium's knights-errant, but they are best known as inveterate wooers of mortals and immortals alike. While gancanaghs are incorrigible flirts, a gancanagh's true attention tends to alight on one man or woman at a time, and he throws himself into wooing and courting his current target, into a brief but earnest fling before his quicksilver passions change yet again.
Gancanaghs hate succubi and incubi more than anything else, as they feel that the mere existence of such creatures profanes the spirit of romance with the shadow of the demons' seduction and violence, leading good people who share the gancanagh's flirtatious and open nature to be compared to evil creatures. One can give a gancanagh no greater offense than to mistake him for an incubus, and more than one hotheaded gancanagh has challenged a misinformed paladin or other ally of good to a duel over such an insult.
While many gancanaghs carry whimsical-looking pipes because they like the way they look, they can't stand smoke, and so rarely make use of them. A gancanagh's flute, on the other hand, is a cherished possession, as they enjoy both the beauty of the music and its ability to sway the heart. A typical gancanagh stands 6 feet tall but weighs only 130 pounds.
This bronze-skinned humanoid is muscular yet lithe, garbed in colorful clothing emblazoned with glowing runes.
Raelis CR 10
CG Large outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision 60 ft.; Perception +16
AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, -1 size)
hp 115 (11d10+55)
Fort +8, Ref +11, Will +9
DR 10/cold iron and evil; Immune electricity, petrification, rune mastery; Resist cold 10, fire 10
Speed 50 ft., fly 120 ft. (good)
Melee 2 slams +19 (2d8+7)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 12th; concentration +16)
At will—alter self
Sorcerer Spells Known (CL 11th; concentration +15)
4th (7/day)—confusion (DC 18), greater invisibility, scrying (DC 18)
Str 24, Dex 19, Con 20, Int 18, Wis 15, Cha 19
Base Atk +11; CMB +19 (+23 grapple); CMD 33 (35 vs. grapple)
Skills Acrobatics +18, Bluff +18, Disguise +14, Fly +20, Knowledge (geography, planes) +18, Knowledge (history) +15, Perception +16, Perform (oratory) +18, Spellcraft +18, Stealth +14; Racial Modifiers +10 Disguise
Languages Celestial, Common, Draconic, Infernal; truespeech
SQ rune mastery, word caller
Environment any (Elysium)
Organization solitary, pair, or band (3-6)
Rune Mastery (Ex) Raelises add explosive runes, glyph of warding, sepia snake sigil, symbol of pain, and symbol of sleep to their list of spells known and increase these spells' DCs by 1. Additionally, raelises are immune to these spells.
Spells Raelises casts spells as 11th-level sorcerers.
Word Caller (Su) Raelises sense the presence and basic topics of any books, scrolls, or other writings. As a standard action, they can read 100 pages of nonmagical writing, or read one scroll as if with read magic. These abilities' range is 50 feet.
Formed from the souls of authors, artists, and storytellers, raelises travel to the farthest corners of the planes searching for epic stories, poems, and simple tall tales.