The Divine Emissary of Light (CR27/MR10)

This tall and powerful champion has regal features, piercing blue eyes, wears white and gold plate armor, and radiates an intense aura of light.
XP 
3,276,800
LG Medium male outsider (mythic, native) Divine Emissary 20 of Seker/Dragon Sovereign 10, Lord General of Light template 
Init +21; Senses darkvision 60 ft., deathwatch (30 ft.), detect evillow-light vision, true seeing; Perception +30
Auras 
aura of courage (20 ft.), aura of good (overwhelming), divine benevolence (10 ft.), divine eminence (as frightful presence, 30 ft., DC 
    40), nimbus of light (30 ft.), protective aura (20 ft.) 

DEFENSE 

AC 61/66 with smite evil, touch 27/32 with smite evil, flat-footed 54/59 with smite evil (+24 armor [armored might], +5 deflection, +7 Dex, 
    +5 natural, +5 shield, +5 sacred; +10 deflection against smite evil target) 
hp 420 (20d10+200 plus 50 mythic); regeneration 10 (evil weapons and effects)
Fort +37, Ref +28, Will +34; divine grace (+10), Mantle of the Emissary of Light 
Defensive Abilities divine eminence, hard to kill, immortalunstoppable; DR 15 epic and evil, 5/—; Immune charm effects, compulsion 
    effects, disease (divine health), electricity, fatigue, fear, petrification, poison; Resist acid 30, cold 30, fire 30SR 35 

OFFENSE 

Speed 40 ft., fly 60 ft. (good); Mantle of the Divine Emissary of Light 
Melee +7 holy avenger longsword called Lightbringer +38/+33/+28/+23 (1d8+18/17-20/x3; 2d6+23/17-20/x3 as greatsword, see 
    Equipment below), +3 holy adamantine retractable heavy lance +34/+29/+24/+19 (1d10+25/x3); +2 disruption returning throwing maul 
    +33/+28/+23/+18 (1d10+18/x2)
Special Attacks anathema (1/encounter, DC 30), channel positive energy (DC 30, 15d6), greater smite, lay on hands 20/day, smite evil 
    (15d6) 10/day 
Spell-Like Abilities (CL 27th, concentration +37) 
    Constant
deathwatch, detect evil, true seeing
    At willalign weapon (good and law only), bless, bless weapon, greater teleport, light, paladin's sacrifice, searing light, see in darkness, 
        telepathic bond 
    3/day—banishment (DC 31), commune, death ward, discern lies (DC 28)
divine favor, righteous might, wake of light
    1/day—dispel evil (DC 29), flame strike (DC 30), greater command (DC 30), greater planar ally, holy aura, holy sword (others only)
Domain Sun
Domain Spells 1st–endure elements; 2nd–heat metal; 3rd–fire shield, searing light; 4th–flame strike, fire seeds 
Paladin Spells per Day 7/7/5/5 (CL 20th, concentration +30) 
Paladin Spells Prepared
    4th—break enchantment, chains of light (DC 24), planeslayer's call, sacrificial oath, undeath to death 
    3rd—damnation (DC 23), deadly juggernaut (x2), divine transfer, greater positive pulse   
    2nd—cure moderate wounds (x2), litany of defense, martyr's bargain, righteous vigor (x2), shield companion 
    1st—compel hostility (DC 21, x2), knight's calling (DC 21), linebreaker, shield of faith, veil of positive energy (x2)

STATISTICS 

Str 33 (27), Dex 24 (18), Con 31 (25), Int 17, Wis 23, Cha 30 
Base Atk +20; CMB +31; CMD +58
Feats 
Channel Smite, Channel Smite (M), Cleave, Craft Arms and Armor, Great Cleave, Greater Channel Smite, Improved Initiative, Leadership
    (score 40, 34 HD), Leadership (M), Mounted Combat, Mounted Combat (M), Power Attack, Quick Draw, Ride-By-Attack, Spirited Charge, 
    Vital Strike 
Skills Diplomacy +38, Handle Animal +33, Heal +25, Knowledge (arcana) +21, Knowledge (religion) +26, Knowledge (planes) +26, 
    Perception +30, Ride +30, Sense Motive +38
Languages Celestial, Common, Dwarven, Elven, truespeech 
SQ bonded dragon mount (Usharu), divine bond (mount-Valinor), greater smite, hand of the divine, regeneration 10, smite evil 10/day, sun's 
    blessing, transfiguration, the Lord General of Light template features

SPECIAL COMPANIONS 

Bonded Mount, Valinor (Su) LG white celestial greater warhorse (advanced and celestial template); CR 20 (MR 8); Size Large magical beast
    (mythic); Init +19; Senses darkvision 60 ft., low-light vision, scent; Perception +24; AC 52, touch 16, flat-footed 45 (+14 armor, +7 
    Dex, +22 natural, –1 size); hp 332 (16d8+160 plus 64 mythic); Fort +22, Ref +17, Will +10; Defensive Abilities evasion, improved 
    evasion; DR 10/epic and evil; Resist acid 10, cold 10, electricity 10; SR 39; Speed 50 ft., fly 100 ft. (average; wings); Melee bite +24 
    (1d6+12), 2 hooves +19 (2d6+6); Special Attacks smite 1/day; Space 10 ft.; Reach 5 ft; Str 34, Dex 24, Con 30, Int 14, Wis 21, 
    Cha 15; Base Atk +12; CMB +24; CMD +41 (45 vs. trip); Feats Awesome Blow, Endurance, Endurance (M), Flyby Attack, Hover, 
    Improved Bull Rush, Improved Bull Rush (M), Improved Initiative, Improved Initiative (M), Improved Natural Attack (hooves), Power Attack,
    Run, Run (M); Skills Acrobatics +25, Fly +26, Perception +24, Stealth +20, Swim +27; SQ combat training, devotion, link, multiattack, 
    scent, share spells, tricks (aid, attack, defend, down, exclusive, flank, guard), wings (magical); Mythic Powers amazing initiative, force of 
    will, hard to kill, longevity, mythic power (19/day), mythic saves, mythic surge (1d10), mythic sustenance, recuperation, sleepless, 
    unstoppable. 
Dragon Sovereign Mount, Usharu (Su) LG great wyrm adamantine dragon (extraplanar, good); CR 24; Size Colossal;  Init +4; Senses 
    dragon sense, telepathy 100 ft., true seeing; Perception +42; Aura of good; AC 43, touch 0, flat-footed 43 (+41 natural armor, –8 size);
    hp 595 (31d12+279); Fort +26, Ref +17, Will +25; DR 25/magic, DR 5/adamantine; Immune fire, sleep, paralysisResist acid 10, cold 
    10, electricity 10; SR 33; Defensive Abilities evasion, improved evasion; Speed 60 ft., 300 ft. (clumsy); Melee bite +48 (6d8+25), 2 
    claws +48 (6d6+17), 2 wings +46 (3d8+8), tail slap +46 (6d6+25); Special Attacks breath weapon (24d10 fire, 140 ft. line), crush +46 
    (6d8+25), paralyzing breath, tail sweep +46 (3d8+25); Spell-Like Abilities (CL 20th, concentration +28) banishment (1/day), dimension 
    door (1/day), dispel evil (1/day), mirror image (1/day), plane shift (3/day), power word stun (1/day); Spells per Day 8/8/8/8/7/7/7/7/4 
    (CL 19th, concentration +27); Spells Known 9/5/5/4/4/4/3/3/3/2; Str 45Dex 10, Con 29, Int 26, Wis 27, Cha 26; Base Atk +31; 
    CMB +56CMD +64 (+68 vs. trip); Feats Awesome Blow, Crippling Critical, Critical Focus, Flyby Attack, Greater Vital Strike, Hover, 
    Improved Bull Rush, Improved Critical (bite, claw, wing, tail), Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, 
    Stunning Critical, Vital Strike, Wingover; Skills Diplomacy +42, Fly +26, Intimidate +42, Knowledge (arcana) +42, Knowledge (geography)
    +42, Knowledge (history) +42, Knowledge (local) +42, Knowledge (nobility) +42, Knowledge (planes) +42, Knowledge (religion) +42, 
    Perception +42, Sense Motive +42, Spellcraft +42, Use Magic Device +42; Languages Abyssal, Celestial, Common, Draconic, Giant, Goblin,
    Halfling, Infernal, Orc, Terran, Undercommon; SQ adamantine touch, change shape (see below), greater damage, improved sunder, true
    courage, devotion, multiattack, share spells, shared healing, wyrm link; Dragon Sovereign Mount Powers advanced senses, ancient 
    arcana, aura, battle prowess, change shape (10/day), draconic might, dragon resistance, enhanced aura (righteous aura), greater breath
    weapon (holy breath), improved spellcasting, majestic insight.

SPECIAL ABILITIES 

Adaptation (Ex) 

The Divine Emissary of Light is always wrapped in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking clouds effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.

Anathema (Su)

The Divine Emissary of Light can add the effects of any one anathema of his choice from the divine emissary multiclass archetype to his smite evil attacks. Only one anathema can be applied to an individual smite and the decision must be made before the attack roll is made. If an anathema allows a saving throw, the DC is equal to 10 + 1/2 his Hit Dice + his Charisma modifier. Any anathema effects used against a creature of nonevil alignment is wasted. Anathema effects are not cumulative, and once chosen, they cannot be changed for the duration of the encounter. 

Channeled Casting (Su) 

The Divine Emissary of Light can channel allied spells to increase the effective level of his own. For each allied spellcaster that has the same spell prepared (or known with a slot available if they are spontaneous spellcasters) that is adjacent to him, the effective spell level of his spell increases by 1 (up to a maximum of 9th level) as the Heightened Spell metamagic feat. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the spells new effective level. Despite the effects, the channeled spell expends the same spell slot as the Emissary of Light’s original spell. He can use this ability once per day. 

Detect Evil (Sp) 

The Divine Emissary of Light ’s detect evil requires only 1 round to determine the number of evil auras and the power and location of each aura. 

Divine Armor (Ex) 

The Divine Emissary of Light is never hindered by his +7 full plate, and is considered to be not wearing armor for the purposes of his maximum Dexterity bonus to Armor Class, his armor check penalty, and his speed.

Divine Benevolence (Su) 

The Divine Emissary of Light radiates an aura of divine power in a 10-foot radius. This aura increases the variables and numeric effects of any healing spell or channel positive energy ability used by an ally (or himself) while within the aura’s radius by half, including bonuses to those dice rolls. A creature cannot be the recipient of a spell or ability affected by his divine benevolence aura more than once in a 24-hour period. 

Divine Eminence (Ex)

The Divine Emissary of Light emanates a divine eminence aura that makes his very presence unsettling to foes. This ability is exactly like the frightful presence special ability (see Frightful Presence in the Bestiary). 

Emissary of Light (Su)

The Divine Emissary of Light serves as the Emissary of Light and is called upon by Seker, the God of Light to gather and marshal his heavenly forces into battle when the need arises. 

Greater Smite (Su) 

The Divine Emissary of Light can spend two uses of his lay on hands ability to make a greater smite, and adds a +2 bonus (plus his Charisma bonus if any) to his attack rolls, and his bonus to damage increases to 2 points of damage per level (max 20th). If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 3 points of damage per level. This automatically bypasses any DR the creature might possess. 

Hallowed Path (Su) 

As a standard action, the Divine Emissary of Light can create the effects of a hallowed spell in a 5-foot square. Each round, as a move action, he can step into an adjacent square, immediately subjecting that square to a hallowed spell. He can continue to move from square to square, creating his hallowed path effect for up to 20 rounds day rounds. These rounds do not need to be consecutive. The hallowed effect lasts for 24 hours. 

Lay on Hands (Su)

The Divine Emissary of Light's lay on hands works as a paladin’s and he can use this ability on himself even when a condition or effect would otherwise deny him actions on his turn. He can trade two uses of lay on hands for an additional use of smite evil as many times per day as he wishes, provided he has enough uses of lay on hands available to do so.

Lord of Dragons (Ex) 

The Divine Emissary of Light is a Dragon Sovereign, and has been granted by the gods the lifespan of a dragon (1,200 + years), and no longer takes penalties to his physical ability scores from advanced age. 

Nimbus of Light (Su)

The Divine Emissary of Light emits a 30-foot nimbus of light that acts as a daylight spell. Any undead within this radius take an amount of damage equal to his Hit Dice each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. This nimbus can be activated or deactivated as a free action.

Protective Aura (Su) 

The Divine Emissary of Light emanates a protective aura that protects against attacks made or effects created by evil creatures. He provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of him. This ability otherwise functions as a magic circle against evil effect and a lesser globe of invulnerability with a caster level equal to his Hit Dice. 

Smite Evil (Su)

The Divine Emissary of Light can smite evil as a 20th-level paladin. He can trade two uses of lay on hands for an additional use of smite evil as many times per day as he wishes, provided he has enough uses of lay on hands available to do so.

Sun’s Blessing (Su) 

Whenever the Divine Emissary of Light channels positive energy to harm undead creatures, he adds his Hit Dice to the damage dealt. Undead do not add their channel resistance to their saves when he channels positive energy.

Teleport (Sp) 

The Divine Emissary of Light can use greater teleport at will, as the spell (caster level 20th), except that he can transport only himself and up to 50 pounds of carried objects.

Truespeech (Su) 

The Divine Emissary of Light can speak with any creature that has a language, as though using a tongues spell (caster level 20th). This ability is always active.

MYTHIC ABILITIES 

Mythic Powers hard to kill, mythic power (23/day), surge (+1d12), amazing initiative (+10), recuperation, mythic saving throws, force of
    will, unstoppable, immortal, legendary hero 
Path Powers armored might (+50% armor bonus), crusader, divine source, dragon mount, fast healing, legendary item (x2), lord of dragons,
    mythic presence, mythic smite, mythic sustenance, shout of defiance, sovereign’s might (absorb blows) 

ECOLOGY

Environment any 
Organization solitary (unique) or 2-4 (Stonewatch: The Archwizard of AssentiaThe Grand SageThe First GuardianThe Horned Champion
Equipment +7 called greater transformative metalline vorpal holy longsword called Lightbringer (see below), +3 holy adamantine retractable 
    lance, mantle of the divine emissary of light (see below), ankh tattoo (see below), backpack of holding III, *+5 heavy fortification folding 
    adamantine celestial full plate barding, *+5 holy horseshoes of speed and crushing blows, *horsemaster’s sky marine’s elite saddle, *large 
    saddlebag of holding II 

SPECIAL ITEMS

Lightbringer, Holy Sword of the Paladin King Ahman Bloodstone (Legendary Greater Artifact) +7 called greater transformative keen
    metalline vorpal holy avenger (see Lightbringer description) 
Mantle of the Divine Emissary (Unique Item) +7 called heavy fortification adamantine greater celestial plate armor (DR 5/–, maximum 
    Dexterity bonus of +8, armor check penalty of –3, arcane spell failure chance of 15%, overland flight on command once per day) with 
    matching +5 greater energy resistance heavy adamantine celestial shield that grants resist 30 to acid, cold, electricity, and fire; Helmet 
    functions as a helm of teleportation, use telepathic bond three times per day; Gauntlets function as gauntlets of the weaponmaster, may 
    store light or heavy shields in the gauntlets (including the matching shield), with each shield stored in this way counting against the     
    gauntlet’s total storage capacity; Belt functions as a belt of physical perfection +6 and is accompanied by a scabbard of many blades
    Boots function as jaunt boots, boots of speed, and boots of the enduring march; Cloak of blue with silver and gold embroidery functions as 
    a cloak of resistance +5 and juggernaut’s pauldrons; Surcoat functions as an unfettered shirt and mantle of spell resistance (SR 35).
Tattoo (Golden Ankh) The Divne Emissary of Light has a permanent golden ankh tattoo that functions as a ring of freedom of movement
    ring of regenerationand ring of sustenance. It also grants him a +5 bonus to natural armor, DR 10/magic, and DR 5/epic.