Famael (3.5e Monster)



''A small bronze sphere stands atop two small eagle-like feet and six tiny angelic wings coming from its body. It's face is dominated by one giant eye, with six smaller eyes which are on the wings themselves.''

The weakest of the celestial logos found within Arcadia and occasionally Celestial and Mechanus, famael are simple minded observers whose main purpose is to look for problems and report them higher up the chain of command, deploying the appropriate logos to fix the situation. These watcher angels have metal wings with eyes set upon them, but they do not flap and it appears to hover naturally on its own. It's design and function are strangely similar to the much less friendly beholders of the material plane. Their bodies are dominated by one large eye with a distinctly camera-like lens, though the six smaller eye-wings have a more biological appearance.

Famael do not speak (though they understand Common and Celestial) but are able to make chiming noises. They are often found resting in celestial trees and singing bird-like songs when not actively observing.

Combat
Famael are not designed for combat nor do they seek to fight. If they cannot safely observe they may flee, unless ordered otherwise from any logos higher up the chain of command. They do have eye rays, which they use to delay and harass until help can arrive, and are used for utility purposes.

All-Around Vision : A famael cannot be flanked, though it takes a -4 on gaze attacks and attacks that affect the eyes.

Eye Rays :  A famael can use one eye ray out to 60 ft each round at will. The DC for all rays is Wisdom based.


 * Alarming Eye: As the spell alarm, but limited to be centered on itself. It can choose to use it in a way so the alarm is triggered immediately, and choose to have flashing lights as bright as a torch.  If it uses on creatures which are flatfooted they are treated as having been hit by a thunderstone (DC 14).  Treat as a 1st level spell.


 * Dazing Eye: As the spell daze (DC 13), though it can work on outsiders as well.


 * Flashing Eye: As the spell flare (DC 13).


 * Grasping Eye: As the spell mage hand.


 * Light Eye: Projects light out like a bullseye lantern at will. A standard action toggles the light on or off.


 * Magic Eye: As the spell detect magic.


 * Purity Eye: As the spell detect poison.

Immunities : Famael are immune to fear, disease, mind-affecting effects, and poison.

Zoom Vision : As a move action a famael can zoom their main eye to see further. They improve their vision to the point where they only take a -1 penalty per 40 ft of distance. If they were able to use ranged weapons, they quadruple the range increment as well for the purposes of penalties on the attack roll (but no further than it's normal maximum range). However they are flatfooted while zoomed in.

Familiar
Famaels can be bound as familiars to lawful good spellcasters with the Improved Familiar feat, where it often serves to observe the safety and status of the spellcaster and report it to higher powers interested in their progress.