Monday, January 3, 2011

General Rules: Monsters - Celestial Piper

Celestial Piper (from Spells & Spellcraft)
Tiny Outsider (Good, Extraplanar, Lawful)

Hit Dice: ½d8 (2 hit points)
Initiative: +2
Speed: 10 feet, fly 40 feet (average)
Armor Class: 14 (+2 size, +2 Dexterity); touch 14, flat-footed 12
BAB/Grapple: +1/-9
Attack: Claw +5 melee (1d4-2, slashing, 20 x2)
Full Attack: Claw +5 melee (1d4-2, slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: Beautiful song, smite evil
Special Qualities: DR 5/silver, outsider traits, cold resistance 5
Saves: Fortitude +2, Reflex +4, Will +4
Abilities: Str 6, Int 6, Wis 14, Dex 15, Con 10, Cha 12
Skills: Listen +6, Perform: Singing +11, Spot +6
Feats: Dodge, Weapon Finesse
Environment: Any land and underground
Organization: Solitary
Challenge Rating: ½
Treasure: None
Alignment: Always lawful good
Advancement: 4 - 6 Hit Dice (Tiny)

A celestial piper is a small bird with red feathers and a yellow-white beak. It loves to sing and is drawn to beautiful music. A celestial piper only needs to hear a song once before it can duplicate the tune with uncanny accuracy.

Combat
Celestial pipers try to entrance their enemies with their songs.

Beautiful Song (Su): Once per day, a celestial piper can sing a melody that duplicates the Bardic Singing abilities fascinate or inspire courage.

Outsider Traits: A celestial piper has darkvision with a range of 60 feet. It cannot be raised or resurrected.

Smite Evil (Su): Once per day, a celestial piper can make a normal attack to deal additional damage equal to it's Hit Die total (maximum of +20) against an evil opponent.

Celestial Pipers as Familiars
Celestial pipers can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must be be within one alignment step of lawful good, take the Improved Familiar feat, and be at least a 5th-level caster. An arcane caster with a celestial piper familiar gains a +2 bonus on Perform checks and one other Charisma-based skill of the master's choosing.

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