Monday, January 3, 2011

General Rules: Monsters - Celestial Creature (Template)

Celestial Creature (from the Monster Manual)

Celestial creatures dwell in the Heavens, the realms of good, although they resemble beings found in the Three Worlds. They are more regal and more beautiful than their earthly counterparts. Celestial creatures often come in metallic colors (usually silver, gold, or platinum). They can be mistaken for half-celestials, more powerful creatures that are created when a celestial mates with a noncelestial creature.

"Celestial" is a template that can be added to any corporeal aberration, animal, dragon, fæy, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of good or neutral alignment. Animals or vermin become magical beasts, but otherwise the creature type is unchanged. it gains the subtype "good". Celestial creatures encountered in the Three Worlds have the "extraplanar" subtype. A celestial creature uses all of the base creature's abilities except as noted here.

Hit Dice: Same as the base creature.

Speed: Same as the base creature.

Armor Class: Same as the base creature.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: A celestial creature retains all the special abilities of the base creature and also gains the following ones:
  • Smite Evil (Su): Once per day, a celestial creature can make a normal attack to deal additional damage equal to it's Hit Die total (maximum of +20) against an evil opponent.
Hit DiceDamage ReductionAcid, Cold, and Electricity Resistance
1 - 3
-
5
4 - 7
5/+1
5
8 - 11
5/+1
10
12+
10/+1
10
Special Qualities: A celestial creature retains all the special qualities of the base creature, and also gains the following ones:
  • Darkvision with a range of 60 feet.
  • Damage reduction (see table to the right).
  • Acid, cold, and electricity resistance (see table to the right).
  • Spell resistance equal to Hit Dice + 5 (maximum 25).
If the base creature already has one or more of these special qualities, use the better value. If a celestial creature gains damage reduction, its natural weapons are treated as +1 weapons for the purpose of overcoming damage reduction.

Saves: Same as the base creature.
Abilities: Same as the base creature, but Intelligence is at least 3.
Skills: Same as the base creature. All celestial creatures speak Celestial.
Feats: Same as the base creature.
Climate/Terrain: Any land and underground.
Organization: Same as the base creature.
Challenge Rating: Variable (see below):

Hit DiceCR
Up to 3
Same as base creature
3 to 7
Base creature +1
8+
Base creature +2

Treasure: Same as the base creature.
Alignment: Always good (any).
Advancement: Same as the base creature.
Level Adjustment: Same as base creature +2.

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