Monday, January 3, 2011

General Rules: Monsters - Celestial, Sliver

Celestial, Sliver (from Dragon Magazine #353)
Medium Outsider (Chaotic, Extraplanar, Good)

Hit Dice: 3d8+3 (16 hit points)
Initiative: +4
Speed: 30 feet, fly 60 feet (good)
Armor Class: 17 (+4 Dexterity, +3 deflection); touch 17, flat-footed 13
BAB/Grapple: +3/+4
Attack: Starfire hand +4 melee touch (1d8+3, positive energy, 20 x2)
Full Attack: 2 starfire hands +4 melee touch (1d8+3, positive energy, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Smite evil, star magic, starfire hand
Special Qualities: Damage reduction 5/evil, immunity to acid, disease, electricity, fire, light, petrification, and poison, outsider traits, low-light vision, pure sight, resistance to cold 10, resistance to sonic 10, spell resistance 15, spells, spell-like abilities, starglow, starshield
Saves: Fortitude +7, Reflex +12, Will +12
Abilities: Str 13, Int 10, Wis 12, Dex 18, Con 13, Cha 15
Skills: Concentration +7, Diplomacy +10, Knowledge: Religion +6, Knowledge: the Planes +6, Listen +9, Sense Motive +7, Spellcraft +6, Spot +9, Survival +1 (+3 on other planes)
Feats: Combat Reflexes, Skill Augmentation (Listen and Spot)
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: Standard (usually silk clothing, diamond and silver jewelry, and aesthetically pleasing magic items)
Alignment: Always chaotic good
Advancement: 4 - 9 Hit Dice (Medium)

These beautiful beings have the shapely form of human women composed of starlight and flame, the illumination of which shines visible in their eyes, hair, and the tips of their fingers. They always appear as beautiful women with long, flowing blue hair and pearly-white skin. They can also grow feathered wings as whim and needs dictate - they must have wings to fly.

Slivers are shining female servitors said to be created from equal parts fire and starlight, who serve Brid. Their celestial mistress often sends these creatures to aid mortals or to show her favor or presence. Although quick to anger and easily offended, slivers try to be friendly and accommodating. Anything pertaining to Brid, her realm, the stars, or the slivers themselves might enrage these celestials if phrased as anything but compliments. When angered, slivers might attack for a round or two or they might just leave. If treated well, slivers sometimes provide guidance and assistance.

Slivers speak celestial and one common language of the three Worlds - usually Aralaic, Rhadynnic, or Sorglish.

Combat
Slivers enter fights with their spells and spell-like abilities, but when need dictates, they do not hesitate to strike with their starfire hands. A sliver's natural weapons, including her starfire hands, are treated as good-aligned, chaotic-aligned, and silver weapons for the purpose of overcoming damage reduction.

Pure Sight (Ex): A sliver can see as if constantly affected by true seeing.

Spells: Slivers cast spells as a 3rd level cleric with access to the Beauty and Joy domains. If a sliver takes levels as a cleric of Brid, those levels stack with this natural spellcasting ability to determine their clerical casting abilities. They typically prepare the following spells. The save DCs are 11 + spell level and are Wisdom-based:
  • 2nd Level: Elation (domain spell), spiritual weapon.

  • 1st Level: Charm person (domain spell), command, cure light wounds x2.

  • 0th Level: Create water, detect magic x2, guidance.

Spell-Like Abilities: At will - dancing lights, daylight, færie fire, moonbeam, tongues (personal only). Three times per day - augury, bless, burning hands, detect evil, produce flame. Once per day - prayer. Caster level 5th. The save DC's are 12 + spell level and are Charisma-based.

Smite Evil (Su): three times per day, a sliver can make a normal melee attack that deals +3 points of damage against an evil foe.

Star Magic (Ex): A sliver casts spells and spell-like abilities at +3 caster level when standing in visible starlight. This benefit does not apply during the day or when the sliver is underground.

Starfire Hand (Su): Winking motes of light that resemble a cluster of twinkling stars surround a sliver's hands, with which she deals 1d8+3 points of damage to living creatures and 2d8+3 points of damage to undead. In addition, a successful strike with a starfire hand temporarily scrambles magic. On the target's next turn after a hit from a starfire hand, the creature must make a Concentration check to use any spell or spell-like ability. The DC equals 10 + the damage dealt + the spell level.

Starglow (Su): This constantly glowing aura grants a +3 deflection bonus to Armor Class made by evil creatures and a +3 resistance bonus on saving throws made against evil spells and effects, in a 10-foot-radius spread. It also functions as a magic circle against evil effect for the sliver as if cast by a 5th level caster. The aura can be dispelled, but the sliver can create is again, as a free action, at will. The defensive benefits from the magic circle effect are not included in the stat block.

Starshield (Ex): The sliver's innate magic of the starlight grants her a +3 bonus on saving throws against all enchantment, illusion, and necromancy spells and effects with the darkness descriptor.

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

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