Justicator

Large Outsider (Lawful)
Hit Dice: 17d8+34 (110 hp)
Initiative: +7
Speed: 30 ft. in full plate armor (6 squares), fly 60 ft. (good) in full plate armor; base speed 40 ft., base fly speed 90 ft. (good)
Armor Class: 26 (−1 size, +3 Dex, +5 natural, +9 +1 mithral full plate), touch 12, flat-footed 23
Base Attack/Grapple: +17/+26
Attack: +1 greatsword +23 melee (3d6+8/17–20)
Full Attack: +1 greatsword +23/+18/+13/+8 melee (3d6+8/17–20)
Space/Reach: 10 ft./10 ft.
Special Attacks: Smite chaos, spell-like abilities
Special Qualities: Darkvision 60 ft., damage reduction 10/chaotic, immunity to paralysis, outsider traits, spell resistance 24
Saves: Fort +12, Ref +13, Will +16
Abilities: Str 21, Dex 17, Con 14, Int 13, Wis 18, Cha 12
Skills: Concentration +22, Diplomacy +3, Heal +24, Intimidate +21, Knowledge (the planes) +21, Knowledge (religion) +21, Listen +24, Sense Motive +24, Spellcraft +21, Spot +24, Survival +4 (+6 on other planes)
Feats: Greater Spell Penetration, Improved Critical (greatsword), Improved Initiative, Iron Will, Spell Penetration, Weapon Focus (greatsword)
Environment: Infernal Battlefield of Acheron
Organization: Solitary, pair, or justice (3–7)
Challenge Rating: 13
Treasure: Standard plus +1 greatsword and +1 mithral full plate
Alignment: Always lawful neutral
Advancement: 18–23 HD (Large); 24–34 HD (Huge) ♊
Level Adjustment: —

An imposing man dressed in gold-inlaid mithral full plate stands composed with a serious manner. Magnificent black-and-white feathered wings sprout from his back. His eyes glow gold under thick brows, and he wields a silvery greatsword.

Single-minded forces for law, justicators travel the multiverse to punish chaos. In doing so, they accord equal respect to archons and devils and equal hatred to demons and eladrins. Their goals often coincide with those of inevitables, and the two species sometimes work together.

A justicator stands 9 feet tall and weighs 500 pounds. Its eyes and weapons include all manner of metallic hues, ranging from electric metallic blue to antique copper.

Justicators speak Abyssal, Celestial, Common, and Infernal.

Combat

A justicator focuses on killing creatures it knows are chaotic and tries to avoid harming creatures it knows are lawful, but will do so in self-defense.

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

Smite Chaos (Su): Four times per day, a justicator can attempt to smite chaos with one normal melee attack. It gains +1 on the attack roll and +17 on the damage roll. If a justicator accidentally smites a creature that is not chaotic, the smite has no effect, but the ability is still used up for that day.

Spell-Like Abilities: At will⁠—​bless, detect chaos; 3/day⁠—​cure serious wounds, dimensional anchor, invisibility purge, silence (DC 13); 1/day⁠—​dispel chaos (DC 16), greater command (DC 16), plane shift. Caster level 10th.

Tactics Round-by-Round

A justicator generally picks its target and has its strategy well-prepared before encountering its foe.

Before Combat: Use invisibility purge to reveal hidden foes.

Round 1: Use dimensional anchor on its target.

Round 2: If target has allies, use greater command on allies to flee. If target is alone, use bless and close to target.

Round 3: Full attack.

Round 4: Continue melee attacks against foe or use silence to mute pesky spellcaster.

Round 5: Repeat from round 3 or plane shift to safety if endangered.

Justicators in Eberron

Justicators battle the forces of chaos on Shavarath, a plane of whirling blades and endless battlefields. However, they are native to the plane of Daanvi, the Turning Order.

Source: Monster Manual III, page 85.