Masterpiece among the scions created by the gods, and the mastermind of the plot to rise against them. Prior to her betrayal, she was tasked with guiding souls to heaven and aiding in their reincarnation. Called the High Seraph for her angelic wings of glimmering gold, yet it was on wings of deepest black that the tainted angel Ultima rose against the gods. Since her fall, her heart is without light, and impossible to know.
Ultima, the High Seraph (CR 25)
AC 40, touch 10; flat-footed 32 (+8 dex, +30 natural, -8 size)
hp 1015  (35d12+280); fast healing 15
Fort +27, Ref +27, Will +29
Absorb Holy; DR 10/-;
Immune berserk, bleed, charm, confuse, death, disable, disease, doom, earth, fire, ice, immobilize, lightning, oil, petrify, poison, reverse, sap, silence, sleep, slow, stop, water, wind, zombie;
Speed 60 ft., Fly 250 ft. (Clumsy)
Melee 2 Claws +40 (2d8+13)
Space 30 ft.; Reach 20 ft.
Special Attacks Eschaton, Redemption
Burst Mode Divine Retribution
Spell Known (FC CL 35th; concentration +45)
1st (DC 21) – Cure, Light, Regen
2nd (DC 22) – Blindna, Cure II, Light II
3rd (DC 23) – Cura, Cure III, Light III, Lightra, Regen II
4th (DC 24) – Cure IV, Holy, Light IV
5th (DC 25) – Bright, Curaga, Lightga, Regen III
6th (DC 26) – Curada, Holy II, Radiance
7th (DC 27) – Regen IV, Reflect
8th (DC 28) – Curaja, Holy III, Radiance II
9th (DC 29) – Regen V, Reflectga, Saintly Beam
Str 36, Dex 26, Con 26, Int 24, Wis 30, Cha 30
Base Atk +35; CMB +56; CMD 74
Feats Bouncing Spell, Combat Casting, Echoing Spell, Empowered Spell, Enlarge Spell, Extend Spell, Focused Spell, Greater Spell Penetration, Improved Initiative, Intensified Spell, Maximize Spell, Persistent Spell, Piercing Spell, Precise Shot, Quicken Spell, Reach Spell, Spell Penetration
Skills Appraise +42, Bluff +49, Fly +27, Handle Animal +45, Heal +45, Knowledge (Arcana, Local, Nobility, Planes, Religion) +46, Perception +49, Sense Motive +49, Use Magic Device +45
Languages Celestial, Enochian, and 7 others (not common)
SPECIAL ABILITIES (Phase i)
Divine Retribution (Su)
Once below 50% health , This Burst Mode lets Ultima beam with divine light, enhancing her holy powers. For a number of rounds equal to 1 + 1 round for every four HD, Ultima gains radiant spikes III, and she can cast two spells using one standard action. Both of the spells must have the same standard action casting time. Ultima can make any decisions concerning the spells independently of each other. Any target affected by both of the spells takes a –2 penalty on saves made against each spell. Ultima receives a +2 bonus on caster level checks made to overcome spell resistance with these two spells. This limit break requires only a swift action to activate.
Once every 1d2+1 rounds as a standard action, Ultima shoots out a ray of pure magical energy. She must succeed at a ranged touch attack (+35), if he hits, the ray does 24d8 points of holy damage.
During Phase II, she can choose to do this as a swift action or standard action and she can target two opponents within 30 feet apart.
Once every 1d4+1 rounds as a standard action, through manipulating the aether, streams of holy light dance to a singular point, before brightly bursting, dealing 1d6 points of holy damage per caster level (maximum 20d6) to all within a 60-ft.-radius of the target within a 120 feet away. A successful Reflex save (DC 37) reduces the damage by half.
During Phase II, cooldown reduced to 1d2+1 rounds and increase damage to 20d8.
SPECIAL ABILITIES (Phase iI)
Eschaton (Su) [Beings Phase II]
Once under 50% hp  as a standard action, Ultima releases a rays of light outward dealing 30d10 points of holy damage to all enemies in a 120 ft. radius-burst from herself. A successful Reflex save (DC 37) halves this damage.