Planar Bestiary
An echo of divinity resembles a large humanoid, their body concealed under tightly wrapped garments and shrouded in a hooded cloak, trailed by illusory, fading replica images. (Underneath these clothes and protective illusions, their bodies are often scarred and branded, as if from torture or penance.) They are enigmatic beings who wander the planes, trying to carry out the orders of someone who is dead and forgotten.
An echo is probably a still-living portion of a slain deity, or perhaps one of their powerful servitors (such as a servitor angel) that survived their master's death, diminished from their former glory but still carrying on their remaining tasks. Each echo has a specific area of interest, such as weather, fire, magic, or life, and continues to act to advance this cause and fight those who oppose it.
Each echo of divinity looks slightly different, hinting at what they or their divine master used to be. For example, the echo from a dead god of storms may have a grey robe or one depicting thunderheads, their attack spells may inflict lightning damage, and so on.
Radiant energy usually derives from a god or other divine source. Though radiant energy can be used to heal the living in certain cases, radiant energy can also be used by those able to wield it to blast and damage foes.
Before including an echo of divinity in a game, the GM should decide the creature's outlook, what sort of deity they served, their divine area of interest, whether they are a celestial or fiend, and the energy damage for their attacks.
Motive: Carry out orders of long-dead celestial beings
Environment: Anywhere in the multiverse, traveling alone or with those who venerate the same lost deity
Health: 30
Damage Inflicted: Moderate wound (6 points)
Armor: 3
Movement: Short; short when flying
Modifications: Speed defense as level 7 due to illusory trailing images; perception as level 7
Combat: A divine echo makes two "divine strike" attacks each round at targets within long range, inflicting the kind of damage appropriate to the echo's particular variety (i.e., electricity if the echo is concerned with storms, or possibly radiant energy, necrotic energy, or something else).
A divine echo is an innate spellcaster and can create magical effects within short range that heal, restore to life someone who's died in the last few rounds, create a zone of silence an immediate distance in diameter, and banish an opposing celestial or fiendish creature back to their plane of origin. A divine echo can also cast one powerful spell related to the particular domain of interest the echo represents. For example, an echo of divinity who is associated with hope might be able to cast a spell that relieves a target of fear, curses, diseases, and other infirmities.
Interaction: If engaged on topics related to their domain of interest, an echo is certain to respond enthusiastically, speaking in whatever language is needed, or telepathically. If opposed, an echo of divinity can become a fearsome enemy.
Use: An echo seeks lost relics of the deity the echo once served as avatar, hoping those relics might rekindle that lost deity's manifestation somewhere in the multiverse, or within themself.
Loot: Echoes often carry a few useful cyphers, such as a potion of knowledge enhancement and a scroll of instant servant. Some might also carry a potent artifact such as a soulflaying weapon.
GM Intrusion (Group): The echo calls down a pillar of holy fire targeting all creatures in an area a short distance across, inflicting 8 points of damage to targets that fail a Speed defense task, or 3 points even on a success.