Protectar

Medium Outsider (Extraplanar, Good)
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 20 ft. (4 squares), fly 40 ft. (good) in breastplate; base land speed 30 ft., base fly speed 60 ft. (good)
Armor Class: 18 (+1 Dex, +5 breastplate, +2 heavy shield), touch 11, flat-footed 17
Base Attack/Grapple: +2/+4
Attack: Longsword +4 melee (1d8+2/19-20)
Full Attack: Longsword +4 melee (1d8+2/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft, spell-like abilities, tongues
Saves: Fort +5, Ref +4, Will +4
Abilities: Str 15, Dex 12, Con 15, Int 10, Wis 12, Cha 15
Skills: Concentration +7, Diplomacy +9, Heal +6, Knowledge (the planes) +5, Knowledge (religion) +5, Listen +6, Sense Motive +6, Spot +6, Survival +1 (+3 on other planes)
Feats: Combat Casting
Environment: Any good-aligned plane
Organization: Solitary or team (2-5 plus 50% chance for 1 ramadeen)
Challenge Rating: 2
Treasure: No coins; double goods; standard items
Alignment: Always good (any)
Advancement: 3-5 HD (Medium); 6 HD (Large)
Level Adjustment: +3

Looking much like a tall, beautiful human with long, feathery wings, this creature is attired in elegant white robes and wears a white breastplate.

Like angels, protectars exude goodness⁠—they are natural enemies of fiends (creatures of the infernal realms). Protectars do not lie, cheat, or steal. They are faultlessly moral in all their dealings, and are generally more concerned with the welfare of mortals than other celestials.

Their graceful bodies and elaborate dress mark protectars as support combatants; protectars are caregivers first and combatants second.

Protectars speak Celestial, Draconic, and Infernal, though they can communicate with almost any creature thanks to their tongues ability.

Combat

Protectars prefer to support their allies in combat by healing them rather than by fighting alongside them. They take the fight to the enemy if that’s what it takes to protect or best support their allies, though.

A protectar’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: At will⁠—tongues; 3/day⁠—cure light wounds (DC 13). Caster level 2nd. The save DC is Charisma-based.

Source: Miniatures Handbook, page 66.