All celestials are outsiders. A sample celestial (the gotthammer) is presented below; use the information about outsiders to create new celestial types.
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.
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.
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.
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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