Revoker
The hooded, authoritative figure before you resembles a humanoid skeleton cast in lead, draped with the definitive symbols of law.

Revoker (CR 9; XP 6,400)
LN Medium outsider (extraplanar, lawful)
Init +1; Senses darkvision 60 ft., detect magic; Perception +20
Aura unsummon (30 ft; W-DC 21)
Defense
AC 23, touch 17, flat-footed 21
(+1 Dex, +1 dodge, +6 natural, +5 deflection)
hp 90 (12d10+24)
Fort +6, Ref +9, Will +13
DR 10/chaos; Defensive Abilities countermagic; SR 20
Offense
Speed fly 50 ft. (perfect)
Melee +4 axiomatic glaive +17/+12/+7 (1d10+4 plus breakage/x3)
Special Attacks breakage, detonate magic
Spell-Like Abilities (CL 12th; concentration +17)
Constant—detect magic
At-will—plane shift (W-DC 20)
Statistics
Str 10, Dex 13, Con 14, Int 14, Wis 20, Cha 20
Base Atk +12; CMB +12; CMD 24
Feats Combat Reflexes, Dodge, Mobility, Sidestep, Stand Still, Weapon Focus (glaive)
Skills Diplomacy +20, Fly +9, Knowledge (arcana) +17, Knowledge (planes) +17, Knowledge (religion) +17, Perception +20, Sense Motive +20, Spellcraft +17, Stealth +16
Languages truespeech
Ecology
Environment planes (Realms Beyond)
Organization solitary or force (1-4 revokers plus 5-12 inevitables)
Treasure standard (+4 axiomatic glaive, other treasure)
Special Abilities
Breakage (Su) If a revoker strikes a creature wielding a wand or staff with its glaive, the revoker may automatically make a sunder combat action against the wand or staff as a swift action that does not provoke attacks of opportunity. Wands and staffs are considered to have 0 hardness against a revoker’s attacks.
Countermagic (Su) As an immediate action, a revoker may counter one evocation spell per round automatically.
Detonate Magic (Su) As a free action, once per round, the revoker can convert one ongoing spell effect within 60 ft. into force damage. The target of the spell takes 1d4 points of force damage per spell level with no save. The spell is immediately dispelled when detonated.
Unsummon (Su) Any summoned creatures within 30 feet of the revoker must make a Will save (DC 21) or be dismissed. The save DC is Charisma-based.

The grim, dogmatic revokers embody the ordered universe’s intolerance for the destruction and disorder wrought by indiscriminate use of magic. They are sent by the Gods of Law as tools for laying low arrogant, chaotic mages, and for enforcing cease-fire actions during escalating magical wars.

On Porphyra
Revokers were very helpful in rooting out elemental sorcerers and wizards during the NewGod Wars, and every lawful god had several in their employ. Thulians have very good relations with revokers, as do the minions of Shankhil and Rolterra, who beseech them to ‘even the odds’ in difficult situations.