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| '''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.
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| A Celestial Creature uses all of the base creature's statistics and abilities except as noted below.
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| == CR (challenge rating) ==
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| Same as base creature +1.
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| == Size and Type ==
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| The creature's Size does not change. Its Type remains the same but it gains the subtype Good.
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| == Initiative Modifier ==
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| The creature's initiative modifier increases by +1.
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| == Senses ==
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| All senses such as scent, tremorsense, keen hearing, etc. are unchanged.
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| == Armor Class ==
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| Celestial Creatures gain +1 AC.
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| == Hit Dice ==
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| No changes.
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| == Defensive Ability ==
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| A Celestial Creature gains the following abilities, which may be added to their Bestiary entry:
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| === Aura ===
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| Same as Base Creature.
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| === SR ===
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| Same as Base Creature.
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| === Special Defenses ===
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| The Celestial Creature gains ER Cold, Acid, and Electricity equal to its adjusted CR. It also gains DR/evil equal to its adjusted CR.
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| === Immunities ===
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| Same as the base creature, except any keywords of evil are changed to good and vice versa.
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| === Weaknesses ===
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| Same as Base Creature.
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| ==Out of Combat==
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| 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.
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| == Speed ==
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| A Celestial Creature's base speed improves by ten feet in all movement categories it has.
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| == Melee Attacks ==
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| A Celestial Creature retains all the base creature's attacks.
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| == Damage ==
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| == Space and Reach ==
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| No change.
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| == Offensive Ability ==
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| A Celestial Creature gains the following abilities, which may be added to their Bestiary entry:
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| === Smite Evil (Su) ===
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| 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.
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| == Ability Scores ==
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| No changes.
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| == Maneuver Offense and Maneuver Defense ==
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| No changes.
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| == Feats ==
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| == Skills ==
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| 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...
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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 Evil target, it adds a +3 bonus to melee attack rolls, and a damage bonus, against that target only, of 2 points of damage, inflicted as
radiant (energy, uncommon) damage. Smite Evil persists until the target is dead or the end of the encounter.