No matter the form, half-celestials are always comely and delightful to the senses, having golden skin, sparkling eyes, angelic wings, or some other sign of their higher nature.
CREATING A HALF-CELESTIAL
"Half-celestial" is an inherited
template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher and nonevil
alignment (referred to hereafter as the base creature).
A half-celestial uses all the base creature's statistics and
special abilities except as noted here.
Size and Type: The creature's type changes to outsider. Do not recalculate the creature's Hit
Dice, base
attack bonus, or saves. Size is unchanged. Half-celestials are normally native outsiders.
Speed: A half-celestial has feathered wings and can
fly at twice the base creature's base land
speed (good maneuverability). If the base creature has a
fly speed, use that instead.
Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).
Daylight (Su): Half-celestials can use a
daylight effect (as the spell) at will.
Smite Evil (Su): Once per day a half-celestial can make a normal melee attack to deal extra
damage equal to its HD (maximum of +20) against an evil foe.
Spell-Like Abilities: A half-celestial with an Intelligence or Wisdom score of 8 or higher has two or more
spell-like abilities, depending on its Hit
Dice, as indicated on the table below.
The abilities are cumulative
Unless otherwise noted, an
ability is usable once per day.
Caster level equals the creature's HD, and the save DC is Charisma-based.
-
Resistance to acid 10, cold 10, and electricity 10.
- +4 racial bonus on Fortitude saves against
poison.
Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4.
Skills: A half-celestial gains skill points as an outsider and has skill points equal to (8 + Int modifier) x.(HD +3). Do not include Hit
Dice from class levels in this calculation-the half-celestial gains outsider skill points only for its racial Hit
Dice, and gains the normal amount of skill points for its class levels. Treat
skills from the base creature's list as class
skills, and other
skills as cross-class.
Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.
Alignment: Always good (any).
Level Adjustment: Same as base creature +4.
Find topic in: Monsters |
|
H-I 3.5 3.5 srd d&d Monsters dragons dnd Monsters Half-Celestial 3.5 Half-Celestial wizards Monsters Half-Celestial srd SRD dungeons Monsters Monsters rpg Half-Celestial roleplaying d&d Half-Celestial Half-Celestial rpg SRD d20 roleplaying dragons 3.5 3.5 |