Celestial

All celestials are outsiders. A sample celestial (the gotthammer) is presented below; use the information about outsiders to create new celestial types.
Species Traits
Celestials have the following traits:
Variable Size: Most celestials are Medium, but their size can vary and some celestials can change their size naturally. Depending on their size, celestials gain a size bonus or penalty on attack rolls, Defense, Hide checks, and grapple checks.
Natural Armor: Celestials gain a natural armor bonus to Defense equal to 3 + the celestial's Hit Dice.
Immunities (Ex): A celestial is immune to one or more specific types of energy or weapon damage, as determined by rolling on Table: Celectial Immunities, Resistances, and Damage Reduction.
Energy Resistance (Ex): A celestial is resistant to one or more types of energy, as determined by rolling on Table: Celectial Immunities, Resistances, and Damage Reduction. Roll again if the celestial is resistant to a type of energy against which it already has immunity.
Damage Reduction (Ex): Some celestials have damage reduction, as determined by rolling on Table: Celectial Immunities, Resistances, and Damage Reduction.
Tongues (Su): A celestial may converse with any creature that has a language. This ability is always active.
Keen Vision (Ex): Celestials have darkvision with a range of 60 feet and low-light vision.
Allegiances: Celestials have a primary allegiance to good. They may also have allegiances to law or chaos. Fallen celestials may revoke any or all of their prior allegiances.
Bonus Feats: Celestials gain either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat.
Automatic Languages: Celestials speak Celestial and a number of additional languages equal to their Intelligence bonus.
Table: Celectial Immunities, Resistances, and Damage Reduction
Roll d%
Immunity
Roll d%
Resistance
Roll d%
Damage Reduction
01-06
Acid damage
01-21
None (do not roll again)
01-33
None (do not roll again)
07-12
Cold damage
22-27
Acid resistance 10
34-45
5/specific weapon type 1
13-18
Sonic/concussion damage
28-30
Acid resistance 20
46-57
10/specific weapon type 1
19-24
Electricity damage
31-36
Cold resistance 10
58-63
20/specific weapon type1
25-30
Fire damage
37-39
Cold resistance 20
64-72
5/+1
31-36
Ballistic damage
40-45
Sonic/concussion resistance 10
73-81
10/+1
37-42
Bludgeoning damage
46-48
Sonic/concussion resistance 20
82-84
15/+1
43-48
Piercing damage
49-54
Electricity resistance 10
85-87
20/+1
49-54
Slashing damage
55-57
Electricity resistance 20
88-90
5/+2
55-60
Poison damage
58-63
Fire resistance 10
91-93
10/+2
61-66
Radiation damage
64-66
Fire resistance 20
94-98
15/+2
67-100
Choose one, and roll again
67-100
Choose one, and roll again
99-100
20/+2
1 Includes weapons made of a specific material (silver or wood, for example) or weapons that deal a specific type of damage (ballistic, bludgeoning, piercing, or slashing).
Gotthammer (Avenging Angel): CR 15; Medium outsider; HD 14d8+70; hp 133; Mas 20; Init +4 (Improved Initiative); Spd 30 ft., fly 60 ft. (perfect); Defense 27, touch 10, flat-footed 27 (+17 natural); BAB +14; Grap +18; Atk +21 melee (2d6+9/19-20, +3 greatsword); Full Atk +21/+16/+11 melee (2d6+7/19-20, +3 greatsword) or +14/+9/+4 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ acid and fire resistance 10, aura of menace, call/dismiss weapon, damage reduction 10/+1, greater incarnation, imbue weapon, immune to ballistic damage and poison, keen vision, tongues; AL good, law; SV Fort +14, Ref +9, Will +12; AP 0; Rep +0; Str 18, Dex 11, Con 20, Int 11, Wis 16, Cha 18.
Skills: Escape Artist +14, Hide +14, Intimidate +18, Knowledge (theology and philosophy) +14, Listen +17, Move Silently +14, Read/Write Celestial, Sense Motive +17, Speak Celestial, Spot +17.
Feats: Archaic Weapons Proficiency, Cleave, Improved Initiative, Power Attack, Simple Weapons Proficiency.
Aura of Menace (Su): A righteous aura surrounds the avenging angel. Any hostile creature within a 20-foot radius of a gotthammer must succeed at a Will save (DC 21) or take a -2 morale penalty on attacks, AC, and saves for one day or until they successfully injure the gotthammer generating the aura. A creature that has resisted or broken the effect cannot be affected again by the gotthammer's aura for one day.
Call/Dismiss Weapon (Su): Once per day, as a free action, a gotthammer may call his shining greatsword to him. The weapon is normally hidden in a secure location of the gotthammer's choosing, but may be called from anywhere unless carried by another living creature or in an area where magic does not function. Once per day, as a full-round action, the gotthammer may dismiss the sword to a location of his choosing.
Imbue Weapon (Su): Once per day, as a full-round action, a gotthammer may imbue his weapon with holy power, dealing +2d6 points of damage to creatures with an allegiance to evil. The effect lasts for 14 rounds.
Greater Incarnation (Su): A gotthammer can change his size as a move action, becoming a 20-foot-tall (Huge) figure at will. His greatsword's size increases proportionately. In this form, the gotthammer's statistics change as follows: Defense 25, touch 8, flat-footed 25 (-2 size, +17 natural); Grap +31; Atk +24 melee (4d6+16/19-20, +3 greatsword); Full Atk +24/+19/+14 melee (4d6+12/19-20, +3 greatsword); FS 15 ft. by 15 ft.; Reach 10 ft.; Str 29; Hide +6.
Immunities (Ex): Gotthammers are immune to ballistic damage and poison.
Acid and Fire Resistance 10 (Ex): A gotthammer ignores the first 10 points of any attack that deals acid or fire damage.
Damage Reduction 10/+1 (Ex): A gotthammer ignores the first 10 points of damage dealt by a nonmagical weapon.
Possessions: +3 greatsword.
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