The Spawn series continues, the image of three glowing beings appearing in the background of the title sequence. One can easily be made out to be...
The Redeemer III
PL 10/PP 150
Attributes: STR 20, DEX 16, CON 0, INT 14, WIS 14, CHA 14
Acrobatics 4+3 = 7
Bluff 4+2 = 6
Concentration 4+2 = 6
Escape Artist 8+3 = 11
Gather Information 4+2 = 6
Intimidate 12+2 = 14
Investigate 4+2 = 6
Knowledge [Religion 8]+2 = 10
Notice 8+2 = 10
Search 4+2 = 6
Sense Motive 8+2 = 10
All-Out Attack, Ambidexterity, Assessment, Attack Focus [Melee] 1, Attack Specialization [Heavenly Blade] 2, Diehard, Favored Opponent [HellSpawn] 1, Power Attack, Rage 1, Redirect, Takedown Attack 1, Well-Informed
Immunity [FORT Saves]
Impervious Protection 8
Sword Of The Redeemer
2 [Easy-To-Lose Device, Restricted x1: Divine Beings, Indestructible]
Sword Of The Redeemer
Extended Reach 1 Mighty Damage 2 [Critical Strike, Improved Critical 5]
Saves: FORT [Immune], REF +8, WILL +10, TOUGH +8 [+8 Impervious]
Attack/Damage: +4/+5 [+7 Sword]
The third Redeemer is basically your average badass angel out for blood, though that's not actually what he is at all. Perhaps I should back up.
The Redeemer concept stems from the idea that Heaven has an answer to the military weapon of the Hellspawn. So far, only one Redeemer appears to be active at a time - the above Redeemer's human name is Eddie Frank, someone who despises Spawn innately for some inane little triviality that made his father beat him more, projecting his own insecurities onto the mighty Mary Sue.
This particular Redeemer has a pair of wide wings that allow him to fly, as well as a massive sword capable of great damage and armor capable of taking said great damage.
Eddie here is built to, essentially, function as the anti-Spawn [though not identically - that's a different character]. This is shown in a couple of ways. First, he's only slightly weaker than Spawn himself, both strength-wise and attack/damage base. Second, he's much, much more interested in closing the distance than Spawn is, since he's fairly useless when it comes to dealing damage at a range - his only hint of such a thing is that his sword is a 10-foot-reach weapon.
Third, Eddie lacks Spawn's regenerative capabilities. Instead, his body is heavily armored, enabling him to deflect Spawn's unarmed damage [unless Spawn gets worked up into a rage and scores a critical or something]. He's more adept at soaking damage, and no earthly weapon short of a rocket to the face will harm him, whereas Spawn can easily be harmed by anything but has a higher Toughness and the ability to repair himself.
Fourth, Eddie's basic combat style is entirely different from Spawn's. Instead of using feints/demoralizations [which he is still adept at] to gain a Sneak Attack opening, Eddie prefers to Rage and let his sword do the talking. Because Rage pushes the Blade of the Redeemer up to +9, and Spawn is a Hellspawn [and thus susceptible to Eddie's Favored Enemy benefit], Eddie ends up dealing +10 to Spawn. Oh, wait...no he doesn't! You see, Spawn's greatest weakness - Holy Magic - is exactly what the Sword of the Redeemer does! It -doubles- the damage Spawn takes, forcing him to take a DC 35 Toughness Save. It's absolutely impossible for Al to make that save, so Spawn has to fight dirty, staying out of the Redeemer's reach.
Finally, and perhaps most importantly, Eddie's sword can be disarmed. This means he loses his main avenue of attack if Spawn decides to get yank-happy with his chains. Fortunately, the Sword can't be destroyed, so Eddie has a little leeway there.
All-in-all, Eddie's a very, very dangerous foe for an unprepared Spawn, and if he gets caught off-guard he's toast. Fortunately, Spawn's abilities run completely counter to Eddie's, giving him a very very very very very mild advantage.