Celestial Creature: Difference between revisions
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{{Template:Pattern | |||
<!-- GENERAL ADJUSTMENTS --> | |||
| CR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CR-Adj}}} | |||
| CR-Adj| 1 | |||
}}</onlyinclude> | |||
| Picture = | |||
| Picture-Text = | |||
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}} | |||
| Description| '''Celestial Creature''' is a pattern that can be added to any creature that is a Good variant of a base creature. Silver puddings, Celestial Orcs, good-guy Ogres, and so forth can be created with this pattern. Celestial Creature can be used to widen the variety of bad guys available to a group of Evil Aligned players, or it can be used to flesh out strange alternate Lateral Material Planes where things are topsy-turvy, and mirror images of 'normal' monsters exist. Celestial can also be used to create followers and henchmen for your NPC Constituents. The little old Gnomish Mayor may seem a lot more substantial when the players realize she has a pet Silver Worm that she dotes on.... | |||
}}</onlyinclude> | |||
| Short-Desc=<onlyinclude>{{#ifeq:{{{transcludesection|Short-Desc}}} | |||
| Short-Desc| This creature seems to be empowered by some kind of dangerous celestial might. | |||
}}</onlyinclude> | |||
| Change-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Change-Type}}} | |||
| Change-Type| | |||
}}</onlyinclude> | |||
| Add-Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Subtype}}} | |||
| Add-Subtype| Good | |||
}}</onlyinclude> | |||
| Change-Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Change-Alignment}}} | |||
| Change-Alignment| Pure Good | |||
<!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil --> | |||
}}</onlyinclude> | |||
<!-- ABILITY SCORES --> | |||
<!-- Except for INT, these stat changes are cosmetic and do not affect other numbers | |||
Just put in the number you want to ADD to the existing monster's stats --> | |||
| STR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|STR-Adj}}} | |||
| STR-Adj| | |||
}}</onlyinclude> | |||
| DEX-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|DEX-Adj}}} | |||
| DEX-Adj| | |||
}}</onlyinclude> | |||
| CON-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CON-Adj}}} | |||
| CON-Adj| | |||
}}</onlyinclude> | |||
| INT-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|INT-Adj}}} | |||
| INT-Adj| | |||
}}</onlyinclude> | |||
| WIS-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|WIS-Adj}}} | |||
| WIS-Adj| | |||
}}</onlyinclude> | |||
| CHA-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CHA-Adj}}} | |||
| CHA-Adj| | |||
}}</onlyinclude> | |||
<!-- NUMERICS --> | |||
<!-- These values adjust the BASE CR of the monster (not the adjusted CR). | |||
They should be how the pattern "pays" for the benefits provided in the non-numerics section --> | |||
| Initiative-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Initiative-Adj}}} | |||
| Initiative-Adj| 1 | |||
}}</onlyinclude> | |||
| Ambush-Chance-Nudge=<onlyinclude>{{#ifeq:{{{transcludesection|Ambush-Chance-Nudge}}} | |||
| Ambush-Chance-Nudge| | |||
<!-- VALUES: a whole number, applied to their chance on a d20; negative numbers are better ambushers, | |||
positive numbers are worse ambushers. Value should usually be between -3 and 3. --> | |||
}}</onlyinclude> | |||
| Skill-Perception-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Skill-Perception-Adj}}} | |||
| Skill-Perception-Adj| | |||
}}</onlyinclude> | |||
| Hit-Points-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Hit-Points-Adj}}} | |||
| Hit-Points-Adj| | |||
}}</onlyinclude> | |||
| Fort-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Fort-Adj}}} | |||
| Fort-Adj| | |||
}}</onlyinclude> | |||
| Refl-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Refl-Adj}}} | |||
| Refl-Adj| | |||
}}</onlyinclude> | |||
| Will-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Will-Adj}}} | |||
| Will-Adj| | |||
}}</onlyinclude> | |||
| To-Hit-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|To-Hit-Adj}}} | |||
| To-Hit-Adj| 1 | |||
}}</onlyinclude> | |||
| Damage-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Damage-Adj}}} | |||
| Damage-Adj| | |||
}}</onlyinclude> | |||
| Save-DC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Save-DC-Adj}}} | |||
| Save-DC-Adj| | |||
}}</onlyinclude> | |||
| AC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|AC-Adj}}} | |||
| AC-Adj| | |||
}}</onlyinclude> | |||
| Maneuver-Offense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Offense-Adj}}} | |||
| Maneuver-Offense-Adj| | |||
}}</onlyinclude> | |||
| Maneuver-Defense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Defense-Adj}}} | |||
| Maneuver-Defense-Adj| | |||
}}</onlyinclude> | |||
| Increase-All-Existing-Skills=<onlyinclude>{{#ifeq:{{{transcludesection|Increase-All-Existing-Skills}}} | |||
| Increase-All-Existing-Skills| | |||
<!-- This adjusts the value for all skills the monster already knows, without giving them new skills. | |||
This value is NOT added to any specific skill CR modifier; it will always prefer a specific skill | |||
if one is given; this is ONLY used if the monster has the skill already and the pattern does NOT | |||
specify a specific value for that skill. --> | |||
}}</onlyinclude> | |||
<!-- SPACE / REACH --> | |||
| Size-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Size-Adj}}} | |||
| Size-Adj| | |||
<!-- VALUES: a whole number between -2 to 2; this is how many size categories the base monster is changed by --> | |||
}}</onlyinclude> | |||
| Reach-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Reach-Adj}}} | |||
| Reach-Adj| | |||
<!-- VALUES: a whole number between -2 to 2; this is how many SQUARES of reach the base monster gains or loses --> | |||
}}</onlyinclude> | |||
<!-- SENSES --> | |||
| Blind-to-Vision=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Vision}}} | |||
| Blind-to-Vision| | |||
<!-- Values: Y or leave blank --> | |||
}}</onlyinclude> | |||
| Blind-to-Sound=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Sound}}} | |||
| Blind-to-Sound| | |||
<!-- Values: Y or leave blank --> | |||
}}</onlyinclude> | |||
| Blind-to-Smell=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Smell}}} | |||
| Blind-to-Smell| | |||
<!-- Values: Y or leave blank --> | |||
}}</onlyinclude> | |||
| Low-Light-Vision=<onlyinclude>{{#ifeq:{{{transcludesection|Low-Light-Vision}}} | |||
| Low-Light-Vision| | |||
<!-- Values: Y or leave blank --> | |||
}}</onlyinclude> | |||
| Darkvision-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Darkvision-Range}}} | |||
| Darkvision-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Heartsight-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Heartsight-Range}}} | |||
| Heartsight-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Keen-Hearing-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Keen-Hearing-Range}}} | |||
| Keen-Hearing-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Precise-Hearing-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Precise-Hearing-Range}}} | |||
| Precise-Hearing-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Echolocation-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Echolocation-Range}}} | |||
| Echolocation-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Scent-Range}}} | |||
| Scent-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Keen-Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Keen-Scent-Range}}} | |||
| Keen-Scent-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Perfect-Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Perfect-Scent-Range}}} | |||
| Perfect-Scent-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Airsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Airsense-Range}}} | |||
| Airsense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Blindsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Blindsense-Range}}} | |||
| Blindsense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Cloudsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Cloudsense-Range}}} | |||
| Cloudsense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Lifesense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Lifesense-Range}}} | |||
| Lifesense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Mindsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Mindsense-Range}}} | |||
| Mindsense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Tremorsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Tremorsense-Range}}} | |||
| Tremorsense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
| Watersense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Watersense-Range}}} | |||
| Watersense-Range| | |||
<!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" --> | |||
}}</onlyinclude> | |||
<!-- MOVE TYPES --> | |||
<!-- VALUES: a number in feet (in increments of 5). If creature already has this move type, | |||
this value is added to their existing speed for that move type. If they do not have the | |||
move type, they gain it at the listed speed. --> | |||
| Increase-All-Existing-Moves=<onlyinclude>{{#ifeq:{{{transcludesection|Increase-All-Existing-Moves}}} | |||
| Increase-All-Existing-Moves| | |||
}}</onlyinclude> | |||
| Walk-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Walk-Speed}}} | |||
| Walk-Speed| | |||
}}</onlyinclude> | |||
| Burrowing-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Burrowing-Speed}}} | |||
| Burrowing-Speed| | |||
}}</onlyinclude> | |||
| Tunneling-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Tunneling-Speed}}} | |||
| Tunneling-Speed| | |||
}}</onlyinclude> | |||
| Earth-Glide-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Earth-Glide-Speed}}} | |||
| Earth-Glide-Speed| | |||
}}</onlyinclude> | |||
| Lesser-Climb-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Climb-Speed}}} | |||
| Lesser-Climb-Speed| | |||
}}</onlyinclude> | |||
| Greater-Climb-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Climb-Speed}}} | |||
| Greater-Climb-Speed| | |||
}}</onlyinclude> | |||
| Brachiating-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Brachiating-Speed}}} | |||
| Brachiating-Speed| | |||
}}</onlyinclude> | |||
| Vaulting-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Vaulting-Speed}}} | |||
| Vaulting-Speed| | |||
}}</onlyinclude> | |||
| Hover-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Hover-Speed}}} | |||
| Hover-Speed| | |||
}}</onlyinclude> | |||
| Lesser-Flight-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Flight-Speed}}} | |||
| Lesser-Flight-Speed| | |||
}}</onlyinclude> | |||
| Greater-Flight-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Flight-Speed}}} | |||
| Greater-Flight-Speed| | |||
}}</onlyinclude> | |||
| Lesser-Swim-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Swim-Speed}}} | |||
| Lesser-Swim-Speed| | |||
}}</onlyinclude> | |||
| Greater-Swim-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Swim-Speed}}} | |||
| Greater-Swim-Speed| | |||
}}</onlyinclude> | |||
| Jet-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Jet-Speed}}} | |||
| Jet-Speed| | |||
}}</onlyinclude> | |||
| Lesser-Teleport-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Teleport-Speed}}} | |||
| Lesser-Teleport-Speed| | |||
}}</onlyinclude> | |||
| Greater-Teleport-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Teleport-Speed}}} | |||
| Greater-Teleport-Speed| | |||
}}</onlyinclude> | |||
<!-- SPECIAL DEFENSES --> | |||
| Special-Defenses-1=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-1}}} | |||
| Special-Defenses-1| | |||
}}</onlyinclude> | |||
| Special-Defenses-2=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-2}}} | |||
| Special-Defenses-2| | |||
}}</onlyinclude> | |||
| Special-Defenses-3=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-3}}} | |||
| Special-Defenses-3| | |||
}}</onlyinclude> | |||
<!-- STRONG AGAINST --> | |||
| Strong-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-1}}} | |||
| Strong-Against-1| | |||
}}</onlyinclude> | |||
| Strong-Against-2=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-2}}} | |||
| Strong-Against-2| | |||
}}</onlyinclude> | |||
| Strong-Against-3=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-3}}} | |||
| Strong-Against-3| | |||
}}</onlyinclude> | |||
<!-- WEAK AGAINST --> | |||
| Weak-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-1}}} | |||
| Weak-Against-1| | |||
}}</onlyinclude> | |||
| Weak-Against-2=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-2}}} | |||
| Weak-Against-2| | |||
}}</onlyinclude> | |||
| Weak-Against-3=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-3}}} | |||
| Weak-Against-3| | |||
}}</onlyinclude> | |||
<!-- FEATS --> | |||
| Add-Feat-1=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-1}}} | |||
| Add-Feat-1| | |||
}}</onlyinclude> | |||
| Add-Feat-2=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-2}}} | |||
| Add-Feat-2| | |||
}}</onlyinclude> | |||
| Add-Feat-3=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-3}}} | |||
| Add-Feat-3| | |||
}}</onlyinclude> | |||
<!-- SKILLS --> | |||
<!-- VALUES: a whole number between -6 to 6; this is the number of CRs the skill value is adjusted by --> | |||
| Add-Skill-Acrobatics=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Acrobatics}}} | |||
| Add-Skill-Acrobatics| | |||
}}</onlyinclude> | |||
| Add-Skill-Bailiwick-Divinity=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Divinity}}} | |||
| Add-Skill-Bailiwick-Divinity| | |||
}}</onlyinclude> | |||
| Add-Skill-Bailiwick-Naturalism=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Naturalism}}} | |||
| Add-Skill-Bailiwick-Naturalism| | |||
}}</onlyinclude> | |||
| Add-Skill-Bailiwick-Reason=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Reason}}} | |||
| Add-Skill-Bailiwick-Reason| | |||
}}</onlyinclude> | |||
| Add-Skill-Bailiwick-Spellcraft=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Spellcraft}}} | |||
| Add-Skill-Bailiwick-Spellcraft| | |||
}}</onlyinclude> | |||
| Add-Skill-Bailiwick-Spycraft=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Spycraft}}} | |||
| Add-Skill-Bailiwick-Spycraft| | |||
}}</onlyinclude> | |||
| Add-Skill-Bailiwick-Warfare=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Warfare}}} | |||
| Add-Skill-Bailiwick-Warfare| | |||
}}</onlyinclude> | |||
| Add-Skill-Barter=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Barter}}} | |||
| Add-Skill-Barter| | |||
}}</onlyinclude> | |||
| Add-Skill-Bluff=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bluff}}} | |||
| Add-Skill-Bluff| | |||
}}</onlyinclude> | |||
| Add-Skill-Diplomacy=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Diplomacy}}} | |||
| Add-Skill-Diplomacy| | |||
}}</onlyinclude> | |||
| Add-Skill-Disable-Device=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Disable-Device}}} | |||
| Add-Skill-Disable-Device| | |||
}}</onlyinclude> | |||
| Add-Skill-Disguise=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Disguise}}} | |||
| Add-Skill-Disguise| | |||
}}</onlyinclude> | |||
| Add-Skill-Escape-Artist=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Escape-Artist}}} | |||
| Add-Skill-Escape-Artist| | |||
}}</onlyinclude> | |||
| Add-Skill-Handle-Animal=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Handle-Animal}}} | |||
| Add-Skill-Handle-Animal| | |||
}}</onlyinclude> | |||
| Add-Skill-Heal=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Heal}}} | |||
| Add-Skill-Heal| | |||
}}</onlyinclude> | |||
| Add-Skill-Intimidate=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Intimidate}}} | |||
| Add-Skill-Intimidate| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Arcana=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Arcana}}} | |||
| Add-Skill-Knowledge-Arcana| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Deep-History=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Deep-History}}} | |||
| Add-Skill-Knowledge-Deep-History| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Dungeoneering=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Dungeoneering}}} | |||
| Add-Skill-Knowledge-Dungeoneering| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Engineering=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Engineering}}} | |||
| Add-Skill-Knowledge-Engineering| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Geography=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Geography}}} | |||
| Add-Skill-Knowledge-Geography| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-History=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-History}}} | |||
| Add-Skill-Knowledge-History| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Local=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Local}}} | |||
| Add-Skill-Knowledge-Local| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Logic=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Logic}}} | |||
| Add-Skill-Knowledge-Logic| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Nature=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Nature}}} | |||
| Add-Skill-Knowledge-Nature| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Nobility=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Nobility}}} | |||
| Add-Skill-Knowledge-Nobility| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Planes=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Planes}}} | |||
| Add-Skill-Knowledge-Planes| | |||
}}</onlyinclude> | |||
| Add-Skill-Knowledge-Religion=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Religion}}} | |||
| Add-Skill-Knowledge-Religion| | |||
}}</onlyinclude> | |||
| Add-Skill-Linguistics=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Linguistics}}} | |||
| Add-Skill-Linguistics| | |||
}}</onlyinclude> | |||
| Add-Skill-Might=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Might}}} | |||
| Add-Skill-Might| | |||
}}</onlyinclude> | |||
| Add-Skill-Movement=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Movement}}} | |||
| Add-Skill-Movement| | |||
<!-- NOTE: Monsters do not use Movement skill for initiative; they are totally separate values --> | |||
}}</onlyinclude> | |||
| Add-Skill-Perform=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Perform}}} | |||
| Add-Skill-Perform| | |||
}}</onlyinclude> | |||
| Add-Skill-Piloting=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Piloting}}} | |||
| Add-Skill-Piloting| | |||
}}</onlyinclude> | |||
| Add-Skill-Profession-1=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Profession-1}}} | |||
| Add-Skill-Profession-1| | |||
}}</onlyinclude> | |||
| Add-Skill-Profession-2=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Profession-2}}} | |||
| Add-Skill-Profession-2| | |||
}}</onlyinclude> | |||
| Add-Skill-Ride=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Ride}}} | |||
| Add-Skill-Ride| | |||
}}</onlyinclude> | |||
| Add-Skill-Sense-Motive=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Sense-Motive}}} | |||
| Add-Skill-Sense-Motive| | |||
}}</onlyinclude> | |||
| Add-Skill-Sleight-of-Hand=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Sleight-of-Hand}}} | |||
| Add-Skill-Sleight-of-Hand| | |||
}}</onlyinclude> | |||
| Add-Skill-Stealth=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Stealth}}} | |||
| Add-Skill-Stealth| | |||
}}</onlyinclude> | |||
| Add-Skill-Survival=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Survival}}} | |||
| Add-Skill-Survival| | |||
}}</onlyinclude> | |||
| Add-Skill-Use-Magic-Device=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Use-Magic-Device}}} | |||
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| Special-Ability-1-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Name}}} | |||
| Special-Ability-1-Name| Smite Evil | |||
}}</onlyinclude> | |||
| Special-Ability-1-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Type}}} | |||
| Special-Ability-1-Type| Su | |||
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}}</onlyinclude> | |||
| Special-Ability-1-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Description}}} | |||
| Special-Ability-1-Description| Once per encounter, as a swift action, a Celestial creature may choose one evil-aligned creature to Smite. Once it has declared its Smite target, it adds a +3 bonus to melee attack rolls, and a damage bonus against that target only equal to its Hit Dice. Smite persists until the target is dead or the end of the encounter. | |||
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Revision as of 20:23, 27 January 2021
Celestial Creature Pattern (+1 CR)
- Alignment: changes to Pure Good
- Subtype: add Good to subtypes
Celestial Creature is a pattern that can be added to any creature that is a Good variant of a base creature. Silver puddings, Celestial Orcs, good-guy Ogres, and so forth can be created with this pattern. Celestial Creature can be used to widen the variety of bad guys available to a group of Evil Aligned players, or it can be used to flesh out strange alternate Lateral Material Planes where things are topsy-turvy, and mirror images of 'normal' monsters exist. Celestial can also be used to create followers and henchmen for your NPC Constituents. The little old Gnomish Mayor may seem a lot more substantial when the players realize she has a pet Silver Worm that she dotes on....
This creature seems to be empowered by some kind of dangerous celestial might.
General
- Init: +1 CRs greater than base creature.
- Senses:
- Movement Types:
Defense
- Special Defenses:
- Strong Against:
- Weak Against:
Offense
- Space / Reach: - / -
- To-Hits: +1 CRs greater than base creature.
Statistics
- Str: Dex: Con: Int: Wis: Cha:
- Feats:
- Skills:
- Languages:
Special Abilities
Smite Evil (Su; Celestial Creature Pattern)
Once per encounter, as a swift action, a Celestial creature may choose one evil-aligned creature to Smite. Once it has declared its Smite target, it adds a +3 bonus to melee attack rolls, and a damage bonus against that target only equal to its Hit Dice. Smite persists until the target is dead or the end of the encounter.
Celestial Creature is a pattern that can be added to any creature that is a Good variant of a base creature. Silver puddings, Celestial Orcs, good-guy Ogres, and so forth can be created with this pattern.
A Celestial Creature uses all of the base creature's statistics and abilities except as noted below.
CR (challenge rating)
Same as base creature +1.
Size and Type
The creature's Size does not change. Its Type remains the same but it gains the subtype Good.
Initiative Modifier
The creature's initiative modifier increases by +1.
Senses
All senses such as scent, tremorsense, keen hearing, etc. are unchanged.
Armor Class
Celestial Creatures gain +1 AC.
Hit Dice
No changes.
Defensive Ability
A Celestial Creature gains the following abilities, which may be added to their Bestiary entry:
Aura
Same as Base Creature.
SR
Same as Base Creature.
Special Defenses
The Celestial Creature gains ER Cold, Acid, and Electricity equal to its adjusted CR. It also gains DR/evil equal to its adjusted CR.
Immunities
Same as the base creature, except any keywords of evil are changed to good and vice versa.
Weaknesses
Same as Base Creature.
Out of Combat
Same as base creature, except reversed in morality. If it used to revel in horror and blood, it now revels in good deeds and kindness, etc.
Speed
A Celestial Creature's base speed improves by ten feet in all movement categories it has.
Melee Attacks
A Celestial Creature retains all the base creature's attacks.
Damage
Space and Reach
No change.
Offensive Ability
A Celestial Creature gains the following abilities, which may be added to their Bestiary entry:
Smite Evil (Su)
Once per encounter, as a swift action, a celestial creature may choose one evil-aligned creature to Smite. Once it has declared its Smite target, it adds a +3 bonus to melee attack rolls, and a damage bonus equal to its Hit Dice. Smite persists until the target is dead or the Celestial creature rests.
Ability Scores
No changes.
Maneuver Offense and Maneuver Defense
No changes.
Feats
Skills
Sense Motive, CR+10. This is useful for detecting targets for their Smite Evil attack, if they have no other way of identifying a suitable victim (detect alignment, the PC who is smiting it, the PC with horns and a sign that reads "I'm Bad," etc.). Note that also makes summoning Celestial creatures for ignoble purposes a bit of a challenge if they figure out what you're doing...