ANGELS
Angels are beneficent spirits native to the celestial realms of Heaven. Their task is to watch over the world of mortals and ensure that the demons do not succeed in undermining good and law. To this end, the angels seek to inspire mortals to good deeds and thoughts, for the true armory in the battle against evil is righteousness, and the greatest weapon against the demons is virtue.
  Angels come in a variety of forms and are capable of changing their appearances to suit their needs. In their true forms, angels are magnificent to behold. The voice of an angel sounds like soft instrumentally accompanied vocal music. An angel’s very presence is rejuvenating and inspiring to characters of good alignment, while frightening to creatures of evil nature, especially demons and undead.
  Angels are organized according to their powers into the Celestial Hierarchy. There are nine Orders of angels, arranged as follows: Seraphim, Cherubim, Thrones, Dominations, Virtues, Powers, Principalities, Angels of the Eighth Order, and Angels of the Ninth Order. The angels of the Ninth Order are the most numerous, and thus are the most commonly encountered of the Heavenly Hosts.
  Angels speak Celestial, Abyssal, Infernal, and Draconic.
  All of the information here is taken directly from The Dragon #35, in addition to a variety of other sources. Any additional information is © 2001 Malachi Martin. 

Conjuring Angels
There are a variety of spells that may be used to summon angels, the most obvious being the various summon monster spells. The level of summon monster required for each angel is as follows: 5th–angel of the Ninth Order; 6th–angel of the Eighth Order; 8th–Principality, Power; 9th–Virtue, Domination.

ANGEL QUALITIES
  Spell-like Abilities: All angels possess the spell-like abilities listed under the half-celestial template (see the Monster Manual, page 213).
  Immunities (Ex): All angels are immune to poison, disease, electricity, cold, acid, petrification, and spells and effects of the Enchantment school.
  Resistances (Ex): All angels have fire resistance of 20.
  Keen Vision (Ex): All angels have low-light vision and 120-foot darkvision.
  Summon Angel (Sp): All angels possess the capacity to summon fellow angels. This ability is usable once per day, and is equivalent to the summon monster spell of a level equal to one half the conjuring angel’s HD. So, an Angel of the Eighth Order could use summon monster V, because they normally have 11 HD. This ability is usable once per day. Chance of success is a percentage equal to 5 x the angel’s HD.
  Telepathy (Su): All angels can communicate telepathically with any creature within 100 feet that has a language.
  Tongues (Su): All angels have a permanent tongues ability as the spell cast by a 12th level sorcerer.
 
SERAPHIM
Large Outsider (Good, Lawful)
Hit Dice: 20d8+120 (210 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: Fly 60 ft. (perfect)
AC: 30 (+5 Dex, +16 natural, -1 size)
Attacks: Purifying flame +25/+20/+15/+10/+5 ranged
Damage: Purifying flame 2d10
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spells, spell-like abilities, summon angel
Special Qualities: Damage reduction 30/+3, SR 32, regeneration 15, angel qualities, immunity to fire
Abilities: Str 27, Dex 20, Con 23, Int 25, Wis 25, Cha 25
Saves: Fort +18, Ref +17, Will +19
Skills: Bluff +28, Concentration +26, Escape Artist +25, Hide +25, Knowledge (any five) +27, Listen +35, Move Silently +25, Search +25, Sense Motive +35, Spellcraft +20, Spot +35
Feats: Cleave, Dodge, Great Cleave, Improved Initiative, Power Attack
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 20
Treasure: Double goods; standard items
Alignment: Always lawful good
Advancement Range: 21-30 (Large); 31-40 HD (Huge)

Seraphim, referred to in ancient tomes as the “burning ones,” are known to take the form of beautiful serpent-shaped streams of golden fire, from which light emanates in all directions. Seraphs are the angels of love, light, and fire. The Order of Seraphim is the highest order in the Celestial Hierarchy and the elite of the Heavenly Hosts.

Combat
  Spell-Like Abilities: At will–bless, commune, consecrate, continual flame, dimensional anchor, dismissal, greater dispelling, holy smite, holy word, improved invisibility (self only), lesser restoration, light, magic circle against evil, remove curse, remove disease, remove fear, shapechange, speak with dead, teleport without error (self plus 50 pounds of objects only) and wall of fire; 3/day–heal, power word (any) and resurrection; 1/day–greater restoration, miracle, and symbol. These abilities are as the spells cast by a 20th level sorcerer (save DC 17 + spell level). 
  The following abilities are always active on a Seraph’s person, as the spells cast by a 20th level sorcerer: detect evil, detect magic, detect snares and pits, discern lies, see invisibility, and true seeing. 
  Spells: Seraphs have the spell abilities of a 20th level cleric (save DC 17 + spell level) with access to the domains of Air, Good, Fire, Law, and Sun.
  Purifying Flame (Su): Seraphim can extend their essence as a stream of sparkling fire to strike any creature within 100 feet of their person, causing 2d10 points of damage to any creature struck. Evil creatures also suffer the effects of a holy smite spell. Those whom the Seraph designates as friendly receive the state amount in restored HP and immediately receive the benefits of a heal spell, looses all negative levels, and regains lost ability scores (the same creature cannot be so affected more than once in a day).
  Immunity to Fire: Seraphim are completely immune to fire, magical and otherwise.
  Skills: Seraphim receive a +8 racial bonus to Listen and Spot checks.

CHERUBIM
Large Outsider (Good, Lawful)
Hit Dice: 18d8+90 (171 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 80 ft. (average)
AC: 28 (+4 Dex, +15 natural, -1 size)
Attacks: +5 flaming sword +30/+25/+20/+15 melee
Damage: +5 flaming sword 2d12+13
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spells, spell-like abilities, summon angel
Special Qualities: Damage reduction 30/+3, SR 30, regeneration 10, angel qualities, uncanny dodge
Abilities: Str 26, Dex 18, Con 21, Int 23, Wis 25, Cha 23
Saves: Fort +16, Ref +15, Will +18
Skills: Bluff +24, Concentration +23, Escape Artist +22, Hide +22, Knowledge (any five) +24, Listen +35, Move Silently +22, Search +24, Sense Motive +25, Spellcraft +24, Spot +35
Feats: Alertness, Dodge, Improved Initiative, Power Attack
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 18
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful good
Advancement Range: 19-28 (Large); 29-36 (Huge)

Cherubim appear as magnificent celestial griffin-like beings wielding a sword made out of flames. They are the guardians and protectors of Heaven’s greatest treasures. Cherubim are likely to take an interest in mortals who seek to protect or defend special items, persons, or places. Many a mortal has petitioned a Cherub for knowledge of secret sites and objects. The Order of Cherubim is the second highest angelic order.

Combat
  Spell-Like Abilities: At will–blade barrier, bless, consecrate, dismissal, flame strike, forbiddance, glyph of warding, greater dispelling, holy smite, holy word, lesser restoration, light, lightening bolt, magic circle against evil, remove curse, remove disease, remove fear, shapechange, speak with dead, teleport without error (self plus 50 pounds of objects only) and wall of fire; 3/day–raise dead; 1/day–greater restoration and symbol (any). These abilities are as the spells cast by an 18th level sorcerer (save DC 16 + spell level).
  The following abilities are always active on the Cherub’s person, as the spells cast by an 18th level sorcerer: detect evil, detect magic, detect snares and pits, discern lies, see invisibility, and true seeing.
  Spells: Cherubs have the spell abilities of a 18th level cleric (save DC 17 + spell level) with access to the domains of Air, Good, Fire, Law, and Protection.
  Uncanny Dodge (Ex): Cherubim are never caught flat-footed and cannot be flanked.
  Skills: Cherubs receive a +8 racial bonus to Listen and Spot checks.

THRONE
Large Outsider (Good, Lawful)
Hit Dice: 16d8+96 (168 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 60 ft. (good)
AC: 27 (+5 Dex, +13 natural, -1 size)
Attacks: +4 sword +27/+22/+17/+12 melee
Damage: +4 sword 1d10+7
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spells, spell-like abilities, summon angel
Special Qualities: Damage reduction 30/+3, SR 28, regeneration 10, angel qualities
Abilities: Str 25, Dex 20, Con 23, Int 23, Wis 23, Cha 23
Saves: Fort +17, Ref +16, Will +17
Skills: Bluff +22, Concentration +22, Escape Artist +21, Hide +18, Knowledge (any four) +22, Listen +30, Move Silently +18, Search +22, Sense Motive +28, Spellcraft +22, Spot +30
Feats: Cleave, Great Cleave, Improved Initiative, Power Attack
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 16
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful good
Advancement Range: 17-24 HD (Large); 25-32 (Huge)

The Order of Thrones is the third order in the Celestial Hierarchy. Thrones are charged with being the instruments of ultimate justice. Rarely coming if appealed to, the Thrones appear when dispatched even if no request is made. They tend to be more concerned with offenses to the divine than the doings of mortals. They are relentless in their duty, and if defeated they will retire for one year before resuming their duties.
  Thrones appear as celestial reptile-like beings with glittering blue-green skin and wielding mighty swords. They speak in a gentle but demanding voice.

Combat
Thrones rarely become involved in combat, although they are prone to attack those who insult or otherwise defame their deity.
  Spell-Like Abilities: At will–aid, consecrate, dismissal, dispel magic, discern location, hold monster, holy aura, hold person, holy smite, holy word, lesser restoration, light,  magic circle against evil, mark of justice, remove curse, remove disease, remove fear, shapechange and teleport without error (self plus 50 pounds of objects only); 3/day–raise dead; 1/day–greater restoration and symbol (any). These abilities are as the spells cast by an 16th level sorcerer (save DC 16 + spell level).
  The following abilities are always active on the Throne’s person, as the spells cast by an 16th level sorcerer: detect evil, detect magic, detect snares and pits, discern lies, see invisibility, and true seeing.
  Spells: Thrones have the spell abilities of a 16th level cleric (DC 16 + spell level) with access to the domains of Good, Knowledge, Law and Protection.
  Skills: Thrones receive a +8 racial bonus to Listen and Spot checks.

DOMINATION
Large Outsider (Good, Lawful)
Hit Dice: 14d8+70 (133 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 60 ft. (good)
AC: 26 (+5 Dex, +12 natural, -1 size)
Attacks: Slam +19/+14/+9 melee
Damage: Slam 5d12 subdual damage
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spells, spell-like abilities, summon angel, awe
Special Qualities: Damage reduction 20/+2, SR 26, regeneration 5,  angel qualities
Abilities: Str 23, Dex 21, Con 21, Int 21, Wis 21, Cha 23
Saves: Fort +14, Ref +14, Will +14
Skills: Bluff +19, Concentration +18, Escape Artist +18, Hide +18, Knowledge (any four) +18, Listen +26, Move Silently +18, Search +18, Sense Motive +18, Spellcraft +18, Spot +26
Feats: Cleave, Great Cleave, Improved Initiative, Power Attack
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 15
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful good
Advancement Range: 15-28 HD (Large)

The angels of this order appear as magnificent lords or nobles dressed in glittering light and holding an orb, scepter, or both. Their duty is to regulate the angels, and to ensure that the demons do not overstep the limits set forth on their behavior. In all of this, it is the aim of the Order of Dominations to manifest the majesty of the divine. 
  On the Prime Material Plane, the Dominations concern themselves with the activities of religious officials, ensuring that they follow divinely prescribed guidelines. Furthermore, Dominations are particularly watchful of self-proclaimed holy men and sects, and act to ensure that the souls of mortals do not become ensnared by the lies of false prophets.

Combat
Dominations usually only become involved in combat against demons or an equally significant threat. Initially, Dominations will attempt to awe their enemies. Failing this, Dominations will strike with their fists, dealing enormous amounts of subdual damage. 
  Spell-Like Abilities: At will–bless, consecrate, dismissal, dispel magic, flesh to stone (or salt), hold monster, hold person, holy smite, holy word,  imprisonment, lesser restoration, light, magic circle against evil, order’s wrath, polymorph other, remove curse, remove disease, remove fear, shapechange and teleport without error (self plus 50 pounds of objects only); 3/day–raise dead; 1/day–greater restoration and symbol (any). These abilities are as the spells cast by an 14th level sorcerer (save DC 16 + spell level).
  The following abilities are always active on the Domination’s person, as the spells cast by an 14th level sorcerer: detect evil, detect magic, detect snares and pits, discern lies, see invisibility, and true seeing.
  Spells: Dominations have the spell abilities of a 14th level cleric (save DC 15 + spell level) with access to the domains of Destruction, Good, Law and Strength.
  Awe (Su): At will, a Domination may attempt to overwhelm a single opponent with the majesty of their deity. The subject is permitted a Will saving throw (DC 23), and if failed the victim will be in a stupor, unable to attack and contemplate anything other than his own sins and errors. The awe effect lasts until either dispelled, removed by the Domination, or when the victim is attacked. 
  Skills: Dominations receive a +8 racial bonus to Listen and Spot checks.

VIRTUE
Medium-size Outsider (Good, Lawful)
Hit Dice: 10d8+40 (85 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 12 ft., 60 ft. (good)
AC: 27 (+4 Dex, +13 natural)
Attacks: +3 starry sword +15/+10 melee 
Damage: +3 starry sword 2d6+4
Face/Reach: 5 ft. x 5 ft./5 ft.
Special Attacks: Spells, spell-like abilities, summon angel
Special Qualities: Damage reduction 20/+2, SR 24, angel qualities, regeneration 5, carry blessing
Abilities: Str 19, Dex 19, Con 19, Int 21, Wis 22, Cha 21
Saves: Fort +11, Ref +11, Will +13
Skills: Bluff +15, Concentration +14, Escape Artist +14, Hide +14, Knowledge (any three) +15, Listen +24, Move Silently +14, Search +15, Sense Motive +16, Spellcraft +15, Spot +24
Feats: Dodge, Improved Initiative, Weapon Focus (starry sword)
Climate/Terrain: Any land or underground
Organization: Solitary or troupe (1 Virtue and 2-12 angels of the Ninth Order)
Challenge Rating: 14
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful good
Advancement Range: 11-20 HD (Medium-size)

The Order of Virtues comprises the angels who most commonly deal with mortals. Their principle duty is the working of miracles on earth and the transmission of divine blessings to mortals. Individual Virtues enjoy taking up the daunting task of eliminating specific vices in the world. 
  A Virtue appears as a perfectly formed human with glowing countenances. Their bodies are wrapped loosely in a celestial ribbon, and small soft-glowing stars linger about their bodies.

Combat
  Spell-Like Abilities: At will–bless, consecrate, cure serious wounds, dispel magic, find the path, hold person, holy smite, holy word, insect plague, lesser restoration, light, magic circle against evil, neutralize poison, polymorph self, raise dead, remove blindness/deafness, remove curse, remove disease, remove fear, remove paralysis, speak with dead and teleport without error (self plus 50 pounds of objects only); 1/day–greater restoration, symbol (any), and true resurrection. These abilities are as the spells cast by an 12th level sorcerer (save DC 15 + spell level).
  The following abilities are always active on the Virtue’s person, as the spells cast by an 12th level sorcerer: detect evil, detect magic, detect snares and pits, discern lies, see invisibility, and true seeing.
  Spells: A Virtue has the spell abilities of a 14th level cleric with access to the domains of Good, Healing, Luck and Protection (save DC 16 + spell level).
  Bestow Grace (Su): A Virtue can bestow 2d4 points of Charisma on any mortal. The effect lasts for a period specified by the Virtue. In addition, characters blessed in this manner are completely immune to Enchantment spells and effects.
  Carry Spell (Su): If a spell caster casts a beneficial spell on the Virtue, the Virtue can choose to carry that spell instead of receiving its benefits. The Virtue can then transmit the benefits of that spell to any individual at any time in the future (it is cast as if the original caster had used it). Any number of spells can be carried by the Virtue.
  +3 Starry Sword: Virtues enter battle wielding +3 starry swords, a special weapon designed for them which appears as a collection of small stars in the shape of a longsword. Any evil being struck by this weapon must make a Will save (DC 18) or loose 2d6 points of Wisdom. The effects persist for 1d6+4 rounds.
  Skills: Virtues receive a +8 racial bonus to Listen and Spot checks.

POWER
Large Outsider (Good, Lawful)
Hit Dice: 14d8+56 (119 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 20 ft., fly 50 ft. (good)
AC: 26 (+4 Dex, +13 natural, -1 size)
Attacks: +3 rod +21/+16/+11melee
Damage: +3 rod 2d12+8
Face/Reach: 5 ft. x 5 ft./10 ft.
Special Attacks: Spells, spell-like abilities
Special Qualities: Damage reduction 20/+2, SR 22, angel qualities, regeneration 5
Abilities: Str 21, Dex 19, Con 19, Int 21, Wis 22, Cha 22
Saves: Fort +13, Ref +13, Will +15
Skills: Bluff +19, Concentration +17, Escape Artist +17, Hide +17, Knowledge (any four) +18, Listen +27, Move Silently +17, Search +18, Sense Motive +19, Spellcraft +18, Spot +27
Feats: Cleave, Improved Initiative, Power Attack
Climate/Terrain: Any land or underground
Organization: Solitary or pair
Challenge Rating: 13
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful good
Advancement Range: 15-21 HD (Large); 22-28 HD (Huge)

The Order of Powers is charged with seeing that the order of the Spheres are maintained and that Creation be preserved from the forces of chaos and evil. Powers are more frequent visitors to the Prime Material than most types of angels. They are zealous in their dedication to maintaining the order as it should be. 
  The Order of Powers is subdivided into the six groups, called Spheres: Logic, Creativity, Strength, Mercy, Legislation, and Punishment. Each Power is concerned with maintaining the proper function of their Sphere’s interest in the universe. 

Combat
  Spell-Like Abilities: At will–blade barrier, bless, consecrate, dispel magic, flame strike, hold monster, hold person, holy smite, holy word, lesser restoration, light, magic circle against evil, polymorph self, raise dead, remove curse, remove disease, remove fear, silence, stone tell and teleport without error (self plus 50 pounds of objects only); 1/day–earthquake, greater restoration, resurrection, and symbol (any). These abilities are as the spells cast by an 12th level sorcerer (save DC 16 + spell level).
  The following abilities are always active on the Power’s person, as the spells cast by an 12th level sorcerer: detect evil, detect magic, detect snares and pits, discern lies, see invisibility, and true seeing.
  Spells: A Power has the spell abilities of a 12th level cleric with access to the domains of Destruction, Good, Healing, Knowledge, Law and Strength (save DC 16 + spell level).
  Skills: Powers receive a +8 racial bonus to Listen and Spot checks.

PRINCIPALITY
Medium-size Outsider (Good, Lawful)
Hit Dice: 11d8+44 (93 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 50 ft. (good)
AC: 28 (+4 Dex, +14 natural)
Attacks: +3 mace of smiting +18/+13/+8 melee
Damage: +3 mace of smiting 1d8+7
Face/Reach: 5 ft. x 5 ft./5 ft.
Special Attacks: Spells, spell-like abilities
Special Qualities: Damage reduction 20/+2, SR 20, angel qualities, regeneration 5
Abilities: Str 19, Dex 19, Con 19, Int 19, Wis 19, Cha 21
Saves: Fort +11, Ref +11, Will +11
Skills: Bluff +16, Concentration +15, Escape Artist +15, Hide +15, Knowledge (any two) +15, Listen +23, Move Silently +15, Search +15, Sense Motive +15, Spellcraft +15, Spot +23
Feats: Cleave, Improved Initiative, Power Attack
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 11
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful good
Advancement Range: 12-17 (Medium-size); 18-22 (Large)

The Order of Principalities is entrusted with the duty of protecting religion, including its temples and priests. Hey also watch over the leaders of people, such as kings and nobles. With the leaders, their primary concern is to prevent the powers of evil from having too much sway. They prefer to work by inspiration rather than taking direct action when dealing with earthly rulers.
  If a temple consecrated to a good deity is being desecrated or a faithful follower is in great danger, there is a possibility that an angel of the Order of Principalities will intervene. They restrict their activities to the minimum necessary for protecting their charge. They never use more force than is necessary. A Principality will rarely do more than provide information, and will never compel mortals to heed it.
  Principalities often appear as a noble-looking king or high level cleric, but their appearance is betrayed by the celestial qualities of their skin, hair, and attire. 

Combat
  Spell-Like Abilities: At will–bless, command, confusion, consecrate, dispel magic, holy smite, holy word, improved invisibility, lesser restoration, light, magic circle against evil, major image, polymorph self, raise dead, remove curse, remove disease, remove fear, suggestion, teleport without error (self plus 50 pounds of objects) and ventriloquism; 1/day–control weather, greater restoration, symbol (any), and teleport (other). These abilities are as the spells cast by an 11th level sorcerer (save DC 15 + spell level).
  The following abilities are always active on the Principality’s person, as the spells cast by a 11th level sorcerer: detect evil, detect magic, detect snares and pits, discern lies, see invisibility, and true seeing.
  Spells: A Principality has the spell abilities of an 11th level cleric with access to the domains of Good, Healing, Law and Protection (save DC 14 + spell level).
  Skills: Principalities receive a +8 racial bonus to Listen and Spot checks.

ANGELS of the EIGHTH ORDER 
Medium-size Outsider (Good)
Hit Dice: 11d8+24 (60 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft., fly 60 ft. (good)
AC: 24 (+3 Dex, +10 natural, +1 shield)
Attacks: +3 longsword +17/+12 melee or +3 warhammer +17/+12
Damage: +3 longsword 1d8+7 or +3 warhammer 1d8+7
Face/Reach: 5 ft. x 5 ft./5 ft.
Special Attacks: Spell-like abilities, magical horn
Special Qualities: Damage reduction 10/+1, SR 18, angel qualities
Abilities: Str 18, Dex 16, Con 16, Int 16, Wis 18, Cha 18
Saves: Fort +10, Ref +10, Will +11
Skills: Bluff +14, Concentration +14, Craft +12, Diplomacy +12, Escape Artist +11, Knowledge (any two) +14, Listen +18, Perform +9, Scry +12, Search +14, Sense Motive +14, Spellcraft +12, Spot +18 (13 more)
Feats: Power Attack, Cleave
Climate/Terrain: Any land or underground
Organization: Solitary 
Challenge Rating: 10
Treasure: Double goods; standard items
Alignment: Always lawful good
Advancement Range: 12-17 HD (Medium-size); 18-22 (Large)

The angels of the Eighth Order are Celestial Marshals responsible for overseeing the activities of the Heavenly Hosts. They are also generally responsible for carrying important messages, in addition to leading the multitudes of Ninth Order angels into battle against the forces of evil. Each angel of the Eighth Order leads a Heavenly Host comprised of angels of the Ninth Order numbering in the thousands. 
  Angels of the Eighth Order are no more than 8 feet in height, appearing as perfectly formed humans clad in white robes and carrying a sword and shield. Their attire is more ornamental and decorative than that of the angels of the Ninth Order, and each Eighth Order angel typically bears some insignia or design of a personal nature. 

Combat
Angels of the Ninth Order are stout opponents, and they always carry a +3 longsword or a +3 warhammer.
  Spell-Like Abilities: At will–blade barrier, bless, call lightning, change self, consecrate, detect evil, detect magic, discern lies, dispel evil, flame strike, holy smite, insect plague, light, protection from evil, remove curse, remove disease, remove fear, teleport without error (self plus 50 pounds of objects) and true seeing; 1/day–control weather, earthquake, holy sword, holy word and symbol. These abilities are as the spells cast by an 11th level sorcerer (save DC 14 + spell level).
  Horn (Su): Angels of the Eighth Order carry a magical horn that produces wondrous music. Once per day, the guardian can blow into it, causing one of the following effects: Demolish everything in 100 cubic feet of space as per the disintegration spell (DC 22) cast by a 11th level sorcerer or automatically summon one angel of the Eighth Order or two angels of the Ninth Order.  
  Skills: Angels of the Eighth Order receive a +4 racial bonus to Listen and Spot checks.

ANGELS of the NINTH ORDER 
Medium-size Outsider (Good)
Hit Dice: 8d8+16 (52 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft., fly 60 ft. (good)
AC: 20 (+2 Dex, +7 natural, +1 shield)
Attacks: +1 longsword +12/+7 melee or +1 warhammer +12/+7
Damage: +1 longsword 1d8+4 or +1 warhammer 1d8+4
Face/Reach: 5 ft. x 5 ft./5 ft.
Special Attacks: Spell-like abilities, magical horn
Special Qualities: Damage reduction 10/+1, SR 16, angel qualities
Abilities: Str 16, Dex 14, Con 14, Int 14, Wis 16, Cha 16
Saves: Fort +8, Ref +8, Will +9
Skills: Bluff +10, Concentration +14, Diplomacy +10, Escape Artist +10, Knowledge (any one) +12, Listen +18, Perform +10, Scry +12, Search +14, Sense Motive +14, Spellcraft +12, Spot +18
Feats: Power Attack, Cleave
Climate/Terrain: Any land or underground
Organization: Solitary 
Challenge Rating: 7
Treasure: Double goods; standard items
Alignment: Always lawful good
Advancement Range: 9-14 HD (Medium-size)

The angels of the Ninth Order are by far the most common and numerous of all angels. These are the multitudes of angels who make up the Heavenly Hosts and Choirs. Angels of the Ninth Order are most often used for the carrying of messages and warnings, as well as soldiers in Celestial armies.
  Angels of the Ninth Order appear as beautifully formed humans, averaging 6 feet in height, with white, feathered wings and carrying a beautiful glistening longsword or warhammer and holding a shield. These  angels typically wear tight-fitting robes and sandals. They always carry a magical horn. When encountered in Heaven, these beneficent spirits are often seen with additional musical instruments as well.

Combat
Ninth Order angels venture into combat carrying a +1 longsword or +1 warhammer. 
  Spell-Like Abilities: At will–blade barrier, bless, change self, consecrate, cure light wounds, detect evil, detect magic, discern lies, hold person, holy smite, light, protection from evil, purify food and drink, remove curse, remove disease, remove fear, teleport without error (self plus 50 pounds of objects) and true seeing; 1/day–control weather and holy sword. These abilities are as the spells cast by an 8th level sorcerer (save DC 13 + spell level).
  Horn (Su): Angels of the Ninth Order carry a magical horn that produces wondrous music. Once per day, the guardian can blow into it, causing one of the following effects: Demolish everything in 50 cubic feet of space as per the disintegration spell (DC 18) cast by a 8th level sorcerer or automatically summon one angel of the Ninth Order.  
  Skills: Angels of the Ninth Order receive a +4 racial bonus to Listen and Spot checks.