The Avatar's Handbook.pdf

  • Uploaded by: Brett Couch
  • 0
  • 0
  • January 2021
  • PDF

This document was uploaded by user and they confirmed that they have the permission to share it. If you are author or own the copyright of this book, please report to us by using this DMCA report form. Report DMCA


Overview

Download & View The Avatar's Handbook.pdf as PDF for free.

More details

  • Words: 61,505
  • Pages: 82
Loading documents preview...
A Master Class™ Sourcebook for the d20® System

,. Credits ,. Design: Jesse Decker Additional Design: Chris Thomasson (Arimrawthi, Choralia, Gabriel, Garguran, Inferity, Living Flamestrike, Uncalled template, Watcher Scarab, and Wordbearer template)

T he Avata r 's Ha ndbook is ©2003 Green Ronin Publishing. Art is ©2003 by the respective artists. References to other copyrighted material in no way constitutes a cha llenge to the respective copyright holders of that material.

Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are used with permission.

E diting: Penny Williams Development: Chris Pramas Art Direction: Hal Mangold

' D20 System ' and the ' D20 System ' logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the D20 System License version 3.0. A copy of this License can be found at www.wizards.comld20.

Cover Art: James Ryman Interior Art: Liz Danforth, Jennifer Meyer, Britt Martin, and Kent Buries Proofreading: Chris Pramas Graphic Design: Hal Mangold Folio Page: Jeff Mackintosh Green Ronin Staff: Nicole Lindroos, Hal Mangold, Chris Pramas, and Evan Sass. Playtesters: Jesse Dean, Paul Boudreaux, Tim Craft, Chris Dalland, William Doston, Dale Nixon, Rob Kilpatrick, Sean Flanders, Ted Harris Special T ha nks to Adam, Jim, and Tai ofOsseum Entertainment for their continued dedication and hard work.

The following text is designated as Open Game Content: Chapter One; Chapter Two; the name, stat block, and combat section of each creature in Chapter Three, Chapter Four, and Appendix I; Appendix 11; the folio page. Printed in the U.S.A. G r een Ronin Publishin g P.O. Box 1723 Renton, WA 98057-1723 Email: GreenRonin@ao l. com Web Site: www.greenronin.com

,. Table of Contents ,. Introduction ......................... .. 3 Chapter One: The Calling of the Avatar .. .... .4 Avatars ......... .. ........ ....................... .. 4

Chapter Two: Spells & Magic .... ......... 11 Avatar Spell List ........................... 11 New Spells & Other Classes ........ 13 Expanding the Avatar Spell List ... 14 Rules Variants ........... ............. ...... . 14 Banner Spells ........... .. ............ ....... 14 Spell Descriptions .... ..................... 15

Chapter Three: Celestials .... 20 Aeons ............................................ 20 Arimrawthi .................................... 29 Bene Ishim ............................ .. ...... 31

Choralia (Archon) ......................... 32 Ebeith-Ebeil .................. .. ... ....... .... 33 Etemal ........................................... 35 The Hallowed ................ .......... ...... 36 Inferity ........................ .. ........ ......... 41 Malakim ....................................... .42 Mettarum ....... .. .... ... .... ....... ..... ... .... 44 Paladriel ....................................... .45 Penneroth ...................... .... ....., .. .... 47 Seraphyl .............. ... .... ... .... .... .. ... ...48 Valorum .... .. ................................... 49 Zel-Achar .............. .. .................. .... 51

Chapter Four: Creatures of the Upper Planes ................. 52 Celestial Dragons .... .............. ........ 52 Garguran ... .................... ..... ..... ...... 59

Kranom ..................... ...... ... ..... ...... 60 Living Flamestrike ...... .. ... .... ... ..... . 61 Watcher Scarab ............................. 62

Appendix I: Archangels .. .... 63 Rise & Fall .... .. .............................. 63 Sample Archangels ........................ 64 Mika'il, Archangel of Righteousness ....... ............. 64 Gabriel, Archangel of Revelation ........... .... ........... 66

Appendix II: Templates ....... 68 Half Celestial Dragons ...... ............ 68 Reforged ..... .. ...... .... ...... .. ...... .. ....... 68 Sublime ......................................... 72 Uncalled ........................................ 74 Word bearer ........ ......... ..... ..... ......... 77

• I

"

Introduction For as long as there have been lessons about morality, there have been tales of higher beings---creatures so dedicated to virtue that the essence of goodness pervades their very souls. These creatures, sometimes depicted as healers and messengers and sometimes feared as the bringers of just wrath, make up the celestial host- the greatest army that the forces of good have at their call. The powers of good and the leaders of the celestial host do not intervene in the affairs of mortals li ghtly. Instead, they rely on chosen mortal s, the avatars of their wi ll, to determine when the might of the upper planes is needed to battl e the fo rces of evi l. Th is book presents the avatar, a new class fo r the d20 system that exemplifies a mortal extension of the celestial host. The avatar is a powerful spell caster capable of call ing celestials into battle and leading the fight agai nst evil in the darkest dungeon or the most corrupt city. But avatars do more than summon celestials-they wield the power of these heavenly warriors through their own bodies, taking on many aspects of celestial might as they advance in level. The Avatar:S Handbook was designed as a stand alone sourcebook, but care was taken to also make it compatible with three previous Green Ronin titles: Legions of Hell, Armies of the Abyss, and Book of the Righteous. For more information on those books, see www.greenronin.com.

How to Use This Book The Avatar s Handbook is broken down into four chapters and two appendices. A handy addendum page to Green Ronin 's popular d20 System Character Record Folio is also included. This can be used to record the stats of frequently summoned celestials and the avatar's own angelic forms C hapter O ne: T he Avatar introduces the avatar class and its abilities. The avatar is a di vine spellcaster who speciali zes in summoning and leading the celestial host. C hapter Two: Spells provides rules for surnrnoning good outsiders and presents a host of new spells usable by spellcasters of nearly any class. This chapter also introduces a new spell category-the banner spell- and discusses several interesting variants on the summoning rules. C ha pter T hree: Celestials offers descriptions and statistics for a host of new good outsiders, many of which avatars and other spell casters can summon to battle the forces of evil. C hapter Four : Other C reatures of th e Upper Planes provides descriptions and stati stics for several additional creatures native to the higher planes, including three kinds of celestial dragons. Appendix I: Archangels di scusses the powers and abilities of the leaders of the celestial hierarchy- the creatures known as archangels. Detailed statistics for two such creatures are provided. Also included is a brief hi story of the archangel known as Ib lis and the story of a celestial rebellion by a race called the Divs. Appendix II: Templates includes several new templates that all ow GMs to convert nearl y any monster into an ally that characters can fi ght beside or summon.

OPEN GAME LICENSE OPEN GAME LICENSE Version LOa The following text is the propeny of Wizards afthe Coast, lnc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. I. Definitions: (a)"Contributors" means the copyright andlor trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition , extension, upgrade, improvement. compilation, abridgment or other fonn in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute ; (drOpen Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the ex tent such content does not embody the Product Identity and is an enhancement over the prior an and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) " Product Identity" means product and product line names, logos and identifying marks including lT3de dress; artifacts ; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, anwork, symbols, designs, depictions, likenesses, fonnats, poses, concepts. themes and graphic, photographic and other visual or audio representations; names and descriptions of characters. spells. enchantments, personalities, teams. personas, likenesses and special abilities; places. locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of tbe Product Identity, and which spec ifi ca ll y excludes the Open Game Content; (f) "Trademark" means the logos , names, mark, sign, mOllO, designs that are used by a Contributor to identify itse lf or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use" , " Used" or "'Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in teons of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.0ffer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License. the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of thi s License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content. You represent that Your Contributions are Your original creation and/or You have su ffici ent rights to grant the rights conveyed by this License. 6.Notice of Li cense Copyright: You must update the CO PYRIGHT NOTICE portion of this

License to include the exact text of the COPYRJGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder 's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibili ty, except as expressly licensed in another, independen t Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conj unction with a work containing Open Game Content except as express ly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearl y indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of thi s License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of th is License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. II . Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor un less You have wrinen permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, j udicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License wi ll terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All subli censes shall survive the termination of thi s License. 14 Reformation: If ,any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0, Copyright 2000, Wizards of the Coast, Inc.

System Reference Document, Copyright 2000, Wizards of the Coas~ Inc .; Authors Jonathan Twee~ Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. The Avatar s Handbook, Copyright 2002, Green Ronin Publishing; Authors Jesse Decker and Chris Thomasson

Book of the Righteous, Copyright 2002, Aaron Loeb Leg;ons a/Hell, Copyright 2001 , Green Ronin PubliShing; Author Chris Pramas

.,. Chapter One .,.

The Calling of the Avatar An avatar is a good-aligned divine spellcaster who lives closer to the powers of light than nearly any other character. An avatar is the

advance scout of the celestial host who searches out evil to combat, then serves as the summoner and leader of that host when the foe is found. Some sages postulate that an avatar is in fact celestial essence contained in mortal form. This chapter describes the avatar class and its abilities and discusses how to include avatars in your campaign world. It concludes with new four feats designed especially for avatars.

--Avatars They are the chosen ones- mortals tasked with calling the celestial host into battle whenever the need arises. Avatars both herald and lead the celestial armies, and they embody the fight against evil more thoroughly than any other spellcasters can. But members of the avatar class don 't take this devotion to good lightly. Some are born to the fight against evil, some are called to it, and some simply choose to strive for it. When not struggling directly against the forces of darkness, avatars walk among the inhabitants of the mortal realms, searching out evil to fight. As they grow in power, avatars gain much of the might of celestials themselves, including the ability to draw on greater spells and summon more powerful allies. Eventually, the avatar can temporarily assume the physical form of a celestial.

Adventurers An avatar adventures to protect those who are unable to defend themselves, to seek out and destroy powerful evil creatures or items, or to obtain knowledge or power that will help her or her allies in a later cause. An avatar 's adventures focus on identifying and locating evildoers, alerting the Lords of Good, and calling the celestial host to destroy sources of unrepentant evil. She often brings her power to bear against evil creatures- particularly evil outsiders such as demons and devils. In many ways, it is the avatar 's duty to lead other mortals to good just as it is a fiend 's joy to tempt mortals into evil.

Characteristics An avatar wields divine magic through a deep bond with the celestial host. Not only does he carry the burden of deciding where and when the warriors of good will fight in the mortal realm, but he must also be an emissary of good himself. Blessed with powerful gifts, the avatar may become a protector and guide for the less fortunate or the oppressed. Unlike a cleric, who is the disciple of one particular god or philosophy, an avatar represents the entirety of the celestial host. As such, the avatar rarely binds himself to any particular god. As a master of summoning, an avatar can bring powerful scions of the higher realms into battle. He can also channel some of the power of the Lords of Good into himself, temporarily taking on the form of a powerful celestial. An avatar has only a smattering of combat training. Though he can

use simple weapons and light armor, his combat ability is limited unless he takes on the form and aspect of a celestial being. Like other divine spell casters, an avatar can wear any kind of armor without risking spell failure .

Alignment All avatars are good. individuals may differ widely in their philosophies and specific beliefs, but on the whole, members of this class serve and embody the principles of goodness. Lawful avatars usually seek to fashion the mortal realm after the model of the higher planes. They value the structures of the societies in which they travel and seek to provide justice and safety to the inhabitants. Often, they accomplish this goal by ensuring that established laws are fair and followed. Neutral avatars are perhaps the purest embodiments of good, championing a balance of social freedoms and societal structure. They often focus on protecting nature from the ravages of evil creatures. Many such avatars wander the wild lands, bringing the might of the celestial host to bear on wicked creatures that attempt to secret themselves in the wilderness. Chaotic avatars value freedom and personal choice; thus, they often devote themselves to the pursuit and destruction of those who seek personal gain at the expense of others. Chaotic avatars may follow instinct and feeling rather than the specific doctrines of the higher realms when summoning celestials to battle.

Religion While the typical avatar chooses not to follow the teachings of anyone god, there are plenty of exceptions to this general rule. An avatar without a patron deity devotes herself to the doctrines and goals of the celestial host. Since warriors of the higher realms have many goals and missions, the host requires avatars of many different beliefs and personalities. Some avatars take devotion very seriously, while others look at religion.itself as a distraction from the ultimate purpose of bringing good into final confrontation with evil. When an avatar does follow a specific deity, she summons only celestials devoted to that god (a restriction that must be worked out between player and GM). Typically, she also works closel y with the deity's clerics to combat the greatest evils that threaten their church and its followers .

In some campaigns, all avatars are devoted to one particular deity. This being has usually tasked its chosen mortals with bringing the wrath of the heavens down on a specific foe, guiding people toward a certain goal, or leading the celestial host in a particular battle.

Chapter One: The Calling of the Avatar

Background An avatar is a strange sort ofhero. Although he wields mighty spells and can perform many amazing deeds himself, his primary role involves calling other beings to battle. Where some might feel that the summoner is overshadowed by the summoned, an avatar regards his role as one of privilege and importance. The typical avatar begins his journey toward oneness with the celestial host by discovering an innate talent for magic. Although a fledgling avatar might be mistaken for a sorcerer, those knowledgeable about the different types of magic can quickly tell the difference. Once his powers begin to manifest, the budding avatar usually undergoes training in a temple or cloister devoted to a good deity. Although he probably won 't remain bound to the church in which he trained, he benefits greatly from learning the history of religion, the structure of the higher realms, and how to identify the foes of good.

Races An avatar can be of any race that has good-aligned members.

Other Classes An avatar generally prefers to work with paladins and good clerics. In an adventuring party, she benefits greatly from working closely with fighters and other strong melee combatants because they can provide her the few moments she needs to summon a powerful celestial. An avatar has little tolerance for the bookishness of wizards or the arrogance of sorcerers, regarding most arcane magic as a diversion from the real power and inspiration of the celestial host. Rogues and rangers, because of their various scouting abilities, tend to make useful friends for an avatar. They can seek out information about powerful evil creatures more effectively than other characters can, and such knowledge is vital to an avatar seeking her next battle.

Game Rule Information Avatars have the following game statistics. Abilities: Charisma defines how powerful a spell an avatar can cast, how many spells he can prepare per day, and how hard those spells are to resist. He also gets bonus spells based on Charisma. In addition, Charisma, Wisdom, and Intelligence are important for many of the avatar 's class skills. Alignment: Any good. Hit Die: d6.

Class Skills The avatar 's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Scry (Int), and Spellcraft (Int). Skill points at 1st level: (4 + Int modifier) x 4 SkiD points at each additional level: 4 + Int modifier.

Class Features All of the following are class features of the avatar.

"'5'"

Chapter One: The Calling of the Avatar

Table 1....1: The Avatar Base Level Attack Bonus

I 2 3 4 5 6 7 8 9 10 II 12 13 14 15 16 17 18 19 20

+0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+ 1 +6/+ 1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 + 10/+5

Fort Save

Ref Save

Will Save

+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 + 10 + 10 + 11 + 11 + 12

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 + 10 + 10 + 11 + 11 + 12

Special

0

1

Bonus language (Celestial)

5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6

3 4 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6

Heaven 's mantle (lIday) Sacred boon

Heaven 's mantle (2/day) Sacred boon

Heaven 's mantle (3/day) Sacred boon

Heaven 's mantle (4/day) Sacred boon

Weapon and Armor Proficiency An avatar is proficient with all simple weapons and with light armor, but not with shields. Armor check penalties for armor heavier than leather apply to skills that involve personal movement or subterfuge. Also, Swim checks take a - I penalty for every 5 pounds of armor and equipment carried. As a divine spell caster, an avatar suffers no chance of spell failure for wearing armor.

Spells An avatar casts divine spells according to Table 1-1: T he Avatar. He knows only a small number of spells at each level, much as a sorcerer does. An avatar begins play knowing five O-level spells, three I st-level spells, and summon monster I. At each subsequent level, he automatically learns one or more new spells, as indicated on Table 1-2: Avatar Spells K nown, from his mentors within the celestial host. These spells are chosen from the Avatar Spell List (see page 11-13). At each new spell level, an avatar also automatically learns the summon monster spell of the corresponding level (the "s" entry on Table 1- 2). The number of spells known is not affected by the avatar's Charisma bonus, if any; the numbers on Table \-2 remain fixed unless the character augments them with an appropriate sacred boon (see below) or other benefit. An avatar is limited to casting a certain number of spells of each spell level per day, but he need not prepare them in advance. The number of spells he can cast per day is improved by his bonus spells (if any), just as with a sorcerer. An avatar may use a higher-level slot to cast a lower-level spell ifhe so chooses. To learn and cast a spe ll, an avatar must have a Charisma score equal to at least 10 + the spell's level. The Difficulty Class for saving throws against an avatar's spells is 10 + the spell's level + the avatar's Charisma modifier.

Heaven's Mantle

Spells per Day 4 5 6

2

-

3 4 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6

-

3 4 5 6 6 6 6 6 6 6 6 6 6 6 6

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

3 4 5 6 6 6 6 6 6 6 6 6 6

-

3 4 5 6 6 6 6 6 6 6 6

-

3 4 5 6 6 6 6 6 6

8

7

3

-

-

3 4 5 6 6 6 6

-

-

-

9 -

-

-

-

-

-

-

-

3 4 5 6 6

-

3 4 6

celestial or other creature of the upper planes. At 3rd level, she can make this transformation once per day. She can do so twice per day at 8th level, three times per day at 13th level, and four times per day at 18th level. Each avatar has a unique list of good creatures whose forms she can assume. When she first gains the heaven 's mantle ability and at every other avatar level thereafter (at 5th, 7th, 9th, II th, 13th, 15th, 17th, and 19th level), she can choose a new form for transformation. Each new form must be chosen from the list of celestials and other good creatures that she can summon using any summon monster spell that she can cast. For example, a 3rd-level avatar who has just gained the heaven 's mantle ability can choose one good creature from the summon monster ilist, while a 13th-level avatar who has just gained her third daily use of the ability can choose a new form from the combined lists for summon monster i, summon monster ii, summon monster 11i, and summon monster VI. The heaven 's mantle class feature is similar to the polymorph self spell in that the character gains only a few specific aspects of the chosen creature's power. When the avatar uses this ability, she gains the new form's Strength, Dexterity, and Constitution scores, but she retains her own Intelligence, Wisdom, and Charisma scores. While transformed, she gains the new form 's natural armor bonus and natural attacks, its natural and extraordinary senses (such as scent, darkvision , and low-light vision), its natural and extraordinary movement abilities (but not its supernatural or spell-like movement abilities), its resistances (which do not stack with her own), its immunities, and its other extraordinary abilities. The avatar does not gain any of the new form 's supernatural or spell-like abilities. Using the heaven 's mantle ability requires a standard action. The transformation lasts for a number of rounds equal to the character's avatar level plus her Charisma modifier. Heaven 's mantle is a supernatural ability.

Sacred Boon

As she advances in level, an avatar can call the might and purity of the celestial host into her own body by transforming herself into a

As an avatar achieves higher levels of power, he is periodically rewarded with gifts from the Lords of Good. He gains hi s first

--6--

Chapter One: The Calling of the Avatar

Table 1"'2: Avatar Spells Known Level

0

I 2 3 4 5 6 7 8 9 10 II 12 13 14 15 16 17 18 19 20

5 6 6 7 7 8 8 9 9 9 9 9 9 9 9 9 9 9 9 9

3+s 3+s 4+s 4+s 5+s 5+s 6+s 6+s 6+s 6+s 6+s 6+s 6+s 6+s 6+s 6+s 6+s 6+s 6+s 6+s

2

3

4

5

6

7

8

9

2+s 3+s 3+s 4+s 4+s 5+s S+s 6+s 6+s 6+s 6+s 6+s 6+s 6+s 6+s 6+s 6+s

2+s 3+s 3+s 4+s 4+s 5+s 5+s 6+s 6+s 6+s 6+s 6+s 6+s 6+s 6+s

2+s 3+s 3+s 4+s 4+s S+s S+s 6+s 6+s 6+s 6+s 6+s 6+s

2+s 3+s 3+s 4+s 4+s S+s 5+s 6+s 6+s 6+s 6+s

2+s 3+s 3+s 4+s 4+s 5+s S+s 6+s 6+s

2+s 3+s 3+s 4+s 4+s 5+s 5+s

2+s 3+s 3+s 4+s 4+s

2+s 3+s 4+s

Note: The "s" denotes the summon monster spell of the corresponding spell level.

such sacred boon at 5th level, and another every five avatar levels thereafter (at I Oth, 15th, and 20th level). Each time the character gains a new sacred boon, he may select anyone for which he qualifies from the following table. (lfthe sum of the character's avatar level and his Charisma modifier matches or exceeds the number in the first column, he qualifies for the corresponding boon.) An avatar can 't choose the same boon twice. Sacred boons whose effects duplicate those of spells are spell-like abilities (caster level equal to the character's avatar level). Each of these functions just like the spell of the same name unless noted otherwise. The remaining boons are extraordinary abilities.

Starting Gold A I st-Ievel avatar receives 3d4 x 10 gold pieces upon character creation.

Avatar Archetypes Although all avatars are good-aligned and focused on summoning celestials to battle evil, individuals are as varied as members of other classes. Below are some samples of different avatar character types, but many more archetype concepts may exist as well.

The Militant Forceful and charismatic, the militant has no doubt that she must lead others into battle--not only the celestial host, but also mortal armies and heroes. A militant gathers large forces, leads military campaigns, and shakes the politics of the world by declaring a crusade or by bolstering a nation 's power with summoned celestial warriors. When she begins her career, a militant avatar might serve alongside paladins and other servants of good. But this arrangement typically lasts only until she has amassed the tools and fame she needs to gather the forces that must stand against evil.

The Herald This individualistic and eccentric avatar wanders the worldsometimes on whim, sometimes driven by greater purpose. Like other avatars, he seeks out injustice, corruption, and other evils wherever he goes. The difference is that the herald decries such baseness publicly, calling upon the good and righteous people of surrounding nations and regions to band together with the celestial forces in routing evil and protecting the innocent. Occasionally denounced as a rabble-rouser or malcontent, the herald nevertheless seeks to promote his view of good and righteous behavior and to urge good beings everywhere to join with the celestial host in righting the wrongs suffered by the innocent.

The Inquisitor Although most avatars manage to balance their power with responsibility to others and duty to the higher planes, occasionally one borders on inquisition-like zeal, reveling in her ab ility to bring celestials into the lives of mortals. The inquisitor longs for the triumph of good, so she is quick to call upon the power of the celestial armies. While few avatars ever stray toward evil, it is the inquisitor who is most likely to fall under the sway of darkness, becoming ever more steeped in intolerance and suspicion as she seeks out evil in others. But such an outcome is rare even for this archetype--the character of the typical inquisitor is impeccable, and in her certainty and unfailing vigilance lie countless roleplaying opportunities for characters and NPCs alike.

The Unwitting Channeler Usually just coming into his power, an unwitting channeler is not yet aware that he is a spellcaster. He knows only that he has special powers that others do not seem to possess. Angels and other beings from the higher planes seem to answer his call-even though such a call might not even be consciously made. Likewise, small boons

Chapter One: The Calling of the Avatar

Table 1-3: Avatar Sacred Boons Level + C ha Mod. 5 6

7 8 9 10 II 12 13

14

15 16 17 18 19 20 21 22 23 24 25

Sacred Boon Gift of life Guided will Guided reflexes Guided health Holy Summoner Sense taint Sense aura Sacred knowledge I Fiend fighting Sacred knowledge 2 Sacred focus Sacred knowledge 3 Enlightened leader Sacred skill Silver tongue Aura of revelation Inspired casting Shield of purity Sacred retribution Energy resistance Celestial sight

and bits of luck seem to miraculously follow him around as his first few magical abilities begin to manifest themselves. Although most avatars rapidly grow out of this archetype, an unwitting channeler in an isolated area might remain forever unaware that there are others with similar abilities. Such an avatar may not understand his powers simply because he has never encountered another of his ilk. While clerics and sages can shed some light on the nature of his magical abilities, it could be difficult for an unwitting channeler to find complete answers to his questions about his abilities or his connection to the celestial host.

The Temple Conduit Although many spell casters have means to divine the future , commune with deities, or summon powerful allies, few can rival the avatar 's talent for calling helpful creatures frequently and consistently. This ability to call messengers and soldiers from the higher realms often earns her a privileged role within an existing religious structure. Working hand-in-hand with clerics and paladins, an avatar of this archetype provides the voice of the celestial order within a large church. An avatar in such a role is usually the rarest form of spell caster in a civilization, and few temples have more than one of these powerful summoners. Thus, a temple conduit might feel elite, marginalized, or simply unsure of her role as it relates to other individuals, cultures, or species.

Avatars in the Campaign Before including avatar characters in any campaign, GMs should consider a few potential problems and their solutions.

Managing Summoning Summoning spells are complex and can slow down a game. Just as allowing one player to play multiple characters or to take along a cohort can disrupt a campaign, characters who summon

Effect +3 hit points + I bonus on Will saves + I bonus on Reflex saves + I bonus on Fortitude saves Gain Holy Summoner as a bonus feat Detect evil3/day Detect magic 3/day Learn one extra I st-Ievel spell +2 bonus on attack and damage rolls against evil outsiders Learn one extra 2nd-level spell +4 sacred bonus on Concentration checks Learn one extra 3rd-Ievel spell +4 bonus to leadership score +3 sacred bonus on checks made with anyone skill +2 sacred bonus on Bluffand Diplomacy checks Invisibility purge Jlday +2 increase to save DCs for all spells cast +2 sacred bonus to AC +2 sacred bonus on attack rolls Gain acid, cold, or electricity resistance 5 True seeing I/day

monsters in every combat can slow down games and create needless distractions. [f summoned celestials, monsters, and other creatures outnumber the regular party members, the game can rapidly become boring for the other players. This sort of rapid party expansion, while it can present a problem, has several easy solutions. First of all , you can make the player of the summoner (whether avatar, cleric, wizard, or any other class) prepare " character sheets" for the monsters he or she regularly summons prior to each session. After all , if a character is going to summon monsters repeatedly, it's the player 's responsibility to ensure that they can be played quickly and well. Second, you could rule that a summoning spell can bring only one creature. (This ruling removes the option to choose multiple monsters from a lower-level summoning spell's list instead of a single creature appropriate to the level of the spell cast.) Such a tactic reduces the number of allies a spell caster can summon in one fight. Finally, if the party is small, or if there are multiple summoners present, you can spread the duty of managing the summoned creatures among all the players, not just the summoning characters. As long as everyone gets a fair share of the attention and an opportunity to participate in the combat, avatars and other summoners can greatly enrich a game.

The Avatar~s Role You must also decide how prevalent avatars are and how they interact with clerics in your world. There are many interesting ways to include avatars in a campaign, and you should tailor the class 's presence to suit your world concept. For instance, you might use avatars in place of clerics in one or more churches, but have clerics administer the other faiths . This tactic can give one or two religions a greatly different feel than the others. Alternatively, perhaps the arcane spellcasters of a faroff continent all specialize in conjuration magic and the divine spell casters are all avatars. Or you might make use of the fact that avatars often exist outside the church structure because they serve the celestial host rather than a particular god. Perhaps the avatar is a new kind of spell caster, and the first one is only now discovering

Chapter One: The Calling of the Avatar his powers. His arrival could signal the approach of some great cataclysm or confrontation between good and evil. !fthis avatar and others like him can grow their power sufficiently before that event takes place, they can summon the celestial host to tum the tide of battle. If summoners of any kind are prevalent in your world, monsters are likely to be more easily recognized and far more frequently encountered than they are in other worlds. If avatars in particular are present in the campaign, most commoners from civilized lands should be able to recognize the celestials and other creatures that the avatars summon, for good or ill.

Avatar Feats The fo llowing new feats are particularly well suited for avatar characters, but members of other character classes who specialize in summoning may also find them useful. These feats are available to any character who meets their prerequisites.

Holy Summoner You gain exceptional command over your summoned creatures by channeling the power of the higher realms. Prerequisites: Cha 13, good alignment, ability to cast summon monster spells of at least two different spell levels. Benefit: The duration of your summon monster spells increases by a number of rounds equal to your Charisma bonus (if any).

Imperative Summoning Any creature that you summon from the higher realms is flooded with a temporary burst of holy power, which allows it to act quickly and effectively when it first appears. Prerequisites: Holy Summoner. Benefit: Any outsider with the good subtype that you summon with a summon monster spell gets a partial action on the round that it appears. Thereafter, the creature can take one extra partial action in any single round that it choo es during the duration of the spell.

Rapid Summons You are so practiced at the art of summoning that you can cast summoning spells much faster than other spellcasters can. Prerequisites: Holy Summoner. Benefit: You cast all summon monster and summon nature sally spells as standard actions rather than full -round actions. The summoned creatures still appear at the beginning of your next turn.

Summoner#s Bond When you summon a creature from the higher realms, you also pull some of its holy power into yourself. Prerequisite: Holy Summoner. Benefit: Whenever you cast a summon monster spell that calls an outsider with the good subtype, you gain a +2 sacred bonus to both your Charisma and your Wisdom scores. These bonuses last as long as the summon monster spell does. If you summon multiple creatures, the resulting bonuses do not stack, but the overlap ensures that a +2 sacred bonus remains in effect until the last creature has returned to its own plane.

Chapter Two: Spells & Magic

"'10'"

.,. Chapter Two .,.

Spells & Magic Avatar magic follows the nonnal rules for divine spell casting outlined in the Player s Handbook, except that avatars do not have to prepare their spells the way other divine spell casters do. The avatar class description in Chapter One details the key differences between avatars and other divine spell casters. Otherwise, assume that the normal spell casting and magic rules apply. Avatars and other spell casters can benefit from the variant rules and new spells presented in this chapter. The first section provides the avatar spell list. Spells marked with an ' *' are described in this book; descriptions of the other spells can be found in the Player s Handbook. The next section offers expanded summoning rules that cover the creatures introduced in Chapter T hree: Celestials and Chapter Four: Creatures of the Upper Planes. Subsequent sections focus on new spells (including a new spell type called a banner spell), whicb are available to avatars and other selected spellcasters.

-- Avatar Spell List -0 ....

Level Avatar Spells

Create Water. Creates 2 gallons/level of pure water. Cure Minor Wounds. Cures I point of damage. Dancing Lights. Creates figment torches or other ligbts. Detect Magic. Detects spells and magic items within 60 ft. Flare. Dazzles one creature (- I penalty on attack rolls). Guidance. Grants + I bonus on one roll, save, or check. Light. Causes object to shine like a torch. Purify Food and Drink. Purifies I cu. ft.llevel of food or water. Read Magic. Grants ability to read scrolls and spellbooks. Resistance. Subject gains + 1 bonus on all saving throws. Virtue. Subject gains I temporary bp.

Ist . . level Avatar Spells Bless. Allies gain a + 1 bonus on attack rolls and saves against fear. Bless Water. Makes holy water. Charm Person. Makes one person your friend. Command. One subject obeys one-word command for I round. Cure Light Wounds. Cures Id8+ I/Ievel damage (max. +5). Detect ChaoslEviIlLaw. Reveals creatures, spells, or objects. Divine Favor. You gain a bonus of + I/three levels on attack and damage rolls. Endure Elements. Ignores 5 damage/round from one energy type. Obscuring Mist. Fog surrounds you. Protection from ChaoslEvillLaw. Grants a +2 bonus to AC and saves, counters mind control, and hedges out elementals and outsiders. Remove Fear. Grants a +4 bonus on saves against fear for one subject + one/four levels. *Sacred Weapon. Weapon gains temporary sacred bonuses. Sanctu ary. Opponents can't attack you, and you can 't attack. Sleep. Puts 2d4 HD of creatures into comatose slumber. Shield of Faith. Aura grants +2 or higher deflection bonus. *Stand Fast. A banner protects good creatures and deals holy damage. Summon Nature's Ally I. Calls creature to fight.

2nd . . level Avatar Spells Aid. Grants + I bonus on attack rolls and saves and 1d8 temporary hit points. Augury. Reveals whether an action will be good or bad. Bless Weapon. Weapon gains + I bonus. Bull's Strength. Subject gains I d4+ I points of Strength for I

hr./level Calm Emotions. Calms Id6 subjects/level, negating emotion effects. Consecrate. Fills area with positive energy, making undead weaker. Continual Flame. Makes a pennanent heatless torch. Cure Moderate Wounds. Cures 2d8+ 1/level damage (max. + 10). Darkvision. See 60 ft. in tota l darkness. Endurance. Subject gains Id4+ 1 points of Constitution for I hr./leve!. Enthrall. Captivates all within 100 ft. + 10 ft.llevel. Flame Blade. Touch attack deals I d8+ 1/two levels damage. Hold Person. Holds one person helpless for I round/level. Lesser Restoration. Dispels magical ability penalty or repairs I d4 points of ability damage. Make Whole. Repairs an object. Negative Energy Protection. Subject resists level and ability drains. *Rally Standard. A banner strengthens allied creatures and deals holy damage. Resist Elements. Ignores 12 damage/round from one energy type. See Invisibility. Reveals invisible creatures or objects. Shield Other. You take balf of subject's damage. Spiritual Weapon. Magic weapon attacks on its own. Summon Nature's Ally n. Calls creature to figbt. Summon Swarm. Summons swarm of small crawling or flying creatures. Zone of Truth. Subjects within range cannot lie.

3rd . . level Avatar Spells *Brother of Angels. Bond with celestial grants mUltiple bonuses. Call Lightning. Directs ligbtning bolts (ldIO/level) during storms. Charm Monster. Makes monster believe it is your ally. *Cull the Wicked. Evil creatures lose Intelligence, Wisdom, and Charisma. Cure Serious Wounds. Cures 3d8+ 1I1evel damage (max. + IS). Daylight_Creates bright ligbt in a 60-ft. radius. Dispel Magic. Cancels magical spells and effects. Greater Magic Fang. One natural weapon of subject creature gets + I bonus/three levels on attack and damage rolls (max. +5). Greater Magic Weapon. Grants a weapon a bonus of + IIthree levels (max. +5). *Guided Weapon. Creates a more powerful spiritual weapon . Halt Undead. Immobilizes undead for I round/level. Helping Hand. Ghostly hand leads subject to you. I nvisibility Purge. Dispels invisibility witbin 5 ft.lleve!.

-11-

,.

A

Chapter Two: Spells & Magic Magic Circle against Chaos/Evil!Law. As protection spells, but 10-ft. radius and 10 min.llevel. Magic Vestment. Armor or shield gains an enhancement bonus of + I/three levels. Prayer. Allies gain a + I bonus on most rolls, and enemies take a - I penalty. Protection from Elements. Absorbs 12 damage/level from one kind of energy. Searing Light. Ray deals Id8/two levels damage, more against undead. Suggestion. Compels subject to follow stated course of action. Summon Nature's Ally Ill. Calls creature to fight. *Summoning Standard. A banner strengthens summoned creatures and summons an allied creature. Tongues. Grants the ability to speak any language.

4th. . level Avatar Spells Air Walk. Subject treads on air as if solid (climb at 45-degree angle). *Banner of True Light. A banner sheds magical light and causes blindness. *Blade of the Archangel. Weapon deals holy damage. Control Water. Raises, lowers, or parts bodies of water. Cure Critical Wounds. Cures 4d8+ lIlevel damage (max. +20). Dimensional Anchor. Bars extradimensional movement. Discern Lies. Reveals deliberate fa lsehoods. Dismissal. Forces a creature to return to its native plane. Divination. Provides useful advice for specific proposed actions. Divine Power. You gain attack bonus, 18 Strength, and I hpllevel. Flame Strike. Smites foes with divine fire (ld6I1evel). Ice Storm. Hail deals 5d6 damage in cylinder 40 ft. across. Lesser Planar Ally. Exchange services with an 8-HD outsider. Minor Globe of Invulnerability. Stops I st- to 3rd-level spell effects. Restoration. Restores level and ability score drains. Scr ying. Spies on subject from a distance. Sending. Delivers short message anywhere, instantly. Spell Immunity. Subject is immune to one spell/four levels. Summon Nature's Ally rv. Calls creature to fight. Wall of Fire. Deals 2d4 fire damage out to 10 ft. and I d4 fire damage out to 20 ft. Passing through wall deals 2d6+ Illevel damage. Wall of Ice. lee plane creates wall with 15 hp+ lllevel, or hemisphere can trap creatures inside.

5th. . level Avatar Spells Atonement. Removes burden of misdeed from subject. *Banner of Perdition. A banner lowers energy resistance and

releases a blast of holy energy. Break Enchantment. Frees subjects from enchantments, alterations, curses, and petrification. Commune. Deity answers one yes-orono question/level. Dispel ChaoslEvil!Law. Grants a +4 bonus against attacks. Greater Command. As command, but affects one subj ect/level. Hallow. Designates location as holy. Healing Circle. Cures Id8+lllevel damage in all directions. Hold Monster. As hold person, but any creature. Mark of Justice. Designates action that will trigger curse on subject. Faithful Hound. Phantom dog can guard, attack. Plane Shift. Up to eight subjects travel to another plane. Righteous Might. Your size increases, and you gain +4 Strength. *Sacred Gift. Holy energy makes your next spell harder to resist and more effective. Summon Nature's Ally V. Calls creature to fight. True Seeing. Lets subject see all things as they really are. Wall of Stone. Creates a stone wall with 20 hp/four levels that can be shaped.

6th . . level Avatar Spells Banishment. Banishes 2 HDllevel of extraplanar creatures. Forbiddance. Denies area to creatures of another al ignment. Geas/Quest. Command any subj ect. Globe of Invulnerability. As minor globe of invulnerability, plus 4th level spells. Greater Dispelling. As dispel magic, but up to +20 on check. *Heaven's Touch. Creature gains sublime template. Heroes' Feast. Food for one creature/ level cures and blesses. Legend Lore. Allows subject to leam tales about person, place, or thing. Mass Suggestion. As suggestion, plus onellevel subjects. Planar Ally. As lesser planar ally, but up to 16 HD. Repulsion. Creatures can't approach you. *Spell Shield Banner. A banner provides spell resistance and dispels magical effects. Summon Nature's Ally VI. Calls creature to fight. Word of Recall. Teleports you back to designated place.

7th. . level Avatar Spells Dictu~. Kills, paralyzes, weakens, or dazes non lawful subjects. *Grave Bane Banner. A banner weakens undead or heals the living. Greater Scrying. As scrying, but faster and longer. Holy Word. Kills, paralyzes, weakens, or dazes nongood subjects. * Moment of Grace. Subject gains powerful bonuses for one round. Refuge. Alters item to transport its possessor to you. Summon Nature's Ally VIT. Calls creature to fight. Sunbeam. Beam blinds and deals 3d6 damage. Vision. As legend lore, but quicker and strenuous. *Weight of Sin. Evil creature is stunned and offered redemption. Word of Chaos. Kills, confuses, stuns, or deafens nonchaotic subjects.

..- 12..-

Chapter Two: Spells & Magic

8th...level Avatar Spells

Summon Nature's Ally VIII. Calls creature to fight. Sunburst. Blinds all within 10 ft . and deals 3d6 damage.

Antimagic Field. Negates magic within lOft. *Banner of the Purging Flame. A banner calls repeated blasts of holy fire and blinds and burns foes. Cloa k of Chaos. Grants a +4 bonus to AC, a +4 resistance bonus on saves, and SR 25 against lawful spells. Discern Location. Reveals exact location of creature or object. Earthquake. Intense tremor shakes I O-ft.llevel radius. Fire Storm. Deals Id6 fire damage/level. Greater Planar Ally. As lesser planar ally, but up to 24 HD. Holy Aura. Grants a +4 bonus to AC, a +4 resistance bonus on saves, and SR 25 against evil spells. Mind Blank. Subject is immune to mentaVemotionai magic and scrying. *Sanctify. Creates powerful, long-term hallow effect. Shield of Law. Grants a +4 bonus to AC, a +4 resistance bonus on saves, and SR 25 against chaotic spells .

9th...level Avatar Spells *Call the Host. Summons increasingly powerful celestials. Dominate Monster. As dominate person, but any creature. Elemental Swarm. Summons 2d4 Large or I d4 Huge elementals. Foresight. "Sixth sense" warns of impending danger. Gate. Connects two planes fo r travel or summoning. Miracle. Requests a deity 's intercession. *Standard of Heaven's Peace. Banner prevents attack actions and casting of spells without the good descriptor; can destroy a target. Storm of Vengeance. Storm rains acid, lightning, and hail. Summon Nature's Ally IX. Calls creature to fight. *Wrath of the Heavens. Devastating barrage of holy energy cleanses area.

... New Spells & Other Classes ... Some of the new spells in this book are also available to other spell casting classes, as given below.

*Wrath of the Heavens. Devastating barrage of holy energy cleanses area.

Cleric Spells

Paladin Spells

1st-Level

1st-Level

*Sacred Weapon. Weapon gains temporary sacred bonuses.

*Sacred Weapon. Selected weapon gains temporary sacred bonuses.

2nd-Level *Stand Fast. A banner protects good creatures and deals holy damage.

*Brother of Angels. Bond with celestial grants multiple bonuses. *Cull the Wicked. Evil creatures lose Intelligence, Wisdom, and Charisma. *Guided Weapon. Creates a more powerful spiritual weapon .

*Blade of the Archangel. Weapon deals holy damage.

2nd-Level *Rally Standard. A banner strengthens allied creatures and deals holy damage.

*Stand Fast. A banner protects good creatures and deals holy damage.

Sorcerer & Wizard Spells Jrd-Level

*Banner of True Light. A banner sheds magical light and causes blindness. *Sacred Gift. Holy energy makes your next spell harder to resist and more effective.

*Moment of Grace. Subject gains powerful bonuses for one round. *Weight of Sin. Evi l creature is stunned and offered redemption.

8th-Level *Grave Bane Banner. A banner weakens undead or heals the livi ng. *Heaven 's Touch. Creature gains sublime template. *Sanctify. Creates powerful, long-term hallow effect.

*Banner of the Purging Flame. A banner calls repeated blasts of holy fire and blinds and burns foes .

*Rally Standard. A banner strengthens allied creatures and deals hol y damage.

*Summoning Standard. A banner strengthens summoned creatures and summons an allied creature.

*Banner 'o f Perdition. A banner lowers energy resistance and releases a blast of holy energy.

8th-Level *Spell Shield Banner. A banner provides spell resistance and dispels magical effects.

Chapter Two: Spells & Magic

... Expanding the Avatar Spell List ... The spell list above represents the spells that every avatar should have access to and establishes a good baseline for the class's spell power. Like other spell casters, however, avatars can expand their spell lists. Several other d20 products, particularly the Pocket Grimoire Divine and The Book of the Righteous, are great sources for additional spells. Players and GMs should work together to make sure that any new spell is right both for the particular avatar who wants to learn it and for the campaign in general. If an avatar wishes to add a particular spell to her list of spells known, the GM may require that she first encounter the spell

through play--<>n a scroll, by seeing it used, or by learning of it through another source. Thereafter, assuming that the avatar has the capacity to learn a spell of that level, she must attempt a Knowledge (religion) check (DC 15 + spell level). If the check succeeds, the avatar can choose the spell as one of her spells known. Ifit fails , she can either choose a spell from the regular list or keep the slot open to try again later. Each such attempt requires I week of research time. Of course, the most important step in this process is getting the GM 's approval to learn the spell.

Rules Variants Sununoning Individual Creatures The DMG describes a variant called Summoning Individual Creatures. This variant is particularly relevant to celestial summoners because of the frequency with which they summon creatures. Using this rule encourages players to personalize summoned creatures, creates consequences for letting summoned creatures perish, and encourages more careful record-keeping and preparation on the part of the player.

Custom Summoning Lists The summon monster spells are some of the most interesting, versatile, and easily expanded spells in the game. As more and more monsters become part of the d20 system, the list of potential candidates for each summon spell continues to grow. Taking advantage of the proliferation of monsters offers a simple way to make each summoner seem unique. In this variant, learning a summon monster, summon nature sally, or similar spell allows the character to summon only one kind of creature at first (or even one specific creature, if the Summoning Individual Creatures variant from the DMG is used). Thereafter, whenever the character gains a level in the spellcasting class that allows access to the summon spell, he or she can choose an additional kind of creature that the spell can summon .

For example, suppose the evil cleric Kemak gains access to summon monster III when he reaches 5th level. He chooses a fiendish boar as the first creature that he will summon with that spell. When Kemak advances to 6th level, he adds another creature to the list that he can summon with summon monster 111. The fiendish boar provides muscle for ground-based melee fights, so this time Kemak decides to add a small air elemental to his list, giving him a slightly weaker but more mobile creature to summon should the situation demand it.

Summon Monster Additions The following list summarizes how the celestials described in C hapter T hree: Celestials fit into the lists for the various summon monster spells. Summon Monster II: Martrym, Paladriel, Zel-achar Summon Monster Ill : Penneroth, Season shepherd (winter) Summon Monster IV: Hallowed accuser Summon Monster V: Ebeith-ebeil, Garguran, Season shepherd (autumn) Summon Monster VT: Bene ishim, Hallowed witness, Inferity, Lathar, Season shepherd (summer) Summon Monster VII : Hallowed judge, Kranom, Terraphil Summon Monster VIII: Malakim, Season shepherd (spring) Summon Monster IX: Hallowed penitent, Living flamestrike, Mettarurn, Seraphyl

... Banner Spells ... Each spell bearing the banner descriptor creates a mystical banner (flag) with specific powers that often serve to bolster nearby allies in combat. Banner spells also share several other important characteristics. To cast a banner spell, you must have two hands free. You must hold the banner in at least one hand to maintain the spell effect. While holding it, you cannot perform actions that require the use of two hands. Dismissing a banner spell is a free action rather than a standard action. All you need do is let go of the banner, and the spell ends.lfthe banner is removed from your hand for another reason (if it is destroyed, if you fall unconscious, get disarmed, etc.) the banner spell ends immediately. A banner can be used to make a single melee touch attack. The effects of this attack differ for each banner spell and are detailed in the individual spell descriptions. Unless otherwise noted, any successful melee touch

attack with a banner releases the spell's energy and ends the spell, regardless of whether the target was actually affected by the attack. A banner counts as a weapon of your size category- that is, humans create Medium-size banners, halftings create Small banners, and so forth. Some banners deal holy damage when used in this manner, but none deal normal damage. Therefore, the wielder's Strength bonus never applies to damage rolls.

Spell Entries Each banner spell has two entries for saving throw and for spell resistance. The entry before the slash applies to the primary power of the banner spell. The entry after the slash applies to the banner's effect when it is used as a melee weapon.

Chapter Two: Spells & Magic

. . Spell Descriptions . . Below are detailed descriptions of the new spells for avatars.

Banner of Perdition Transmutation [Banner] Level: Ava S, SorlWiz 7 Co mpon ents: V, S, OFIM Castin g Time: I action Range: Personal Effect: Banner that generates an emanation with a radius of S ft. + S ft .l2 levels, centered on you Duration : I round/level (0) Saving T hrow: Will negatesfReflex half Spell Resistance: Yes/yes You create a translucent white banner with a moving, shifting flame in the center. While you hold it, the banner of perdition weakens the energy resistance of every creature within the area of its emanation. When you cast the spell, choose an energy type (acid, cold, electricity, fire , or sonic). Each creature within the banner's emanation that has either resistance or immunity to the selected energy type must attempt a Will saving throw. Failure indicates that its resistance to that energy type decreases by 10 (to a minimum of 0), or that its immunity is replaced by resistance SO. Resistances and immunities return to normal when the affected creature leaves the area or when the spell ends.

Attack: A successful melee touch attack with a banner ofperdition releases a 20foot-radius burst of holy energy that deals Id6 points of holy damage per caster level (maximum IOd6) to each evil creature within its area. Each affected creature may attempt a Reflex saving throw to ha lve the damage. Arcane Material Component: A pinch of powdered topaz.

Banner of the Purging Flame Evocation [Banner] Level: Ava 8, Clr 9 Components: V, S, OF Casting Time: I action Range: Personal Effect: Banner that generates a 20-foot-high cylinder of flame with a radius of S ft. + S ft .l2 levels, centered on you Duration: I round/level (0) Saving T hrow: Reflex halflWill negates and Fortitude negates (see text) Spell Resistance: Yes/yes You create a pale red banner that radiates faint heat and flickers as if made of pure flame. While you hold it, you can call down huge gouts of fire within its area.

As long as you hold the banner of the purgingjfame, you have fire resistance 40. Furthermore, at any time during the spell's duration, you can call down a column of fire that fills the affected area. Each creature in that area (including you) takes Id6 points of fire damage per caster level (maximum ISd6) but may attempt a Reflex saving throw for half damage. You may call additional columns of fire as long as the spell lasts, but you must wait I d4 rounds after each before you can call another.

Attack: A successful melee touch attack with a banner of the purgingjfame releases the spell's energy into the opponent. If the touched creature is evil, it must succeed at a Will saving throw or be permanently blinded. Whatever the result of that saving throw, the creature must then succeed at a Fortitude saving throw or take 2d6 points of fire damage that round and each succeeding round for I minute after being struck. The banner disappears after one attempted melee touch attack, whether or not it succeeds.

Banner of True Light Evocation [Banner, Good, Light] Level: Ava 4, Clr S Components: V, S, OF Casting T ime: I action Ran ge: Personal Effect : Banner that generates an emanation with a radius of 20 ft. + S ft.l2 levels, centered on you Duration: I round/level (0) Saving T hrow: NonelWill partial (see text) Spell Resistance: No/yes (see text) You create a glowing, golden banner with a vibrant silver sun emblazoned on its center. While you hold it, the banner of true light radiates pure, holy light against which no darkness can prevail. Each darkness effect in contact with the light shed by a banner of true light is suppressed for the duration of the latter spell. In addition, you can make a dispel check with the maximum bonus (+ IS) against each such darkness effect, as though you were using an area dispel magic spell against it. Success indicates that the darkness effect ends within the area of the banner; fai lure means the effect is merely suppressed. Each invisibility effect within the banner's area is also suppressed, as though an invisibility purge spell were in effect.

Attack: A successful melee touch attack with a banner of true light deals I d8 points of holy damage. If the target is evil, it must also make a successful Will saving throw or be permanently blinded. Spell resistance applies to the blindness effect, but not the damage.

Chapter Two: Spells & Magic Blade of the Archangel Transmutation Level: Ava 4, Clr 4 Components: Y, S, OF Casting Time: I action Range: Touch Target: Weapon touched Duration: I round/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (hann less, object) You imbue a weapon wi tb tbe force of pure good and bless it with holy power. Wh ile so affected, the weapon glows with a silvery radiance and trails light through the air behind it. For the duration of the spell, the affected weapon deals an additional2d6 points of holy damage with each successful hit aga inst an evil opponent. An ev il creature attempting to wield the affected weapon takes a - 2 sacred penalty on attack rolls, weapon damage rolls, and saving throws.

Brother of Angels Transmutation

~,

,-

Level: Ava 3, Clr 3 Components: Y, S, DF Casting Time: I action Range: Close (25 ft. + 5 ft .l2 levels) Targets: You and a good outsider that you have summoned Duration : I round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You bond with a good outsider that you have summoned with a spell or spell-like ability. This bond makes both of you more competent when figbting together and lets each of you call upon some of the other's abilities. While this spell is in effect, both you and the affected outsider gain a bonus on melee attack rolls equal to the other's Charisma bonus (if any) as long as you are within 20 feet of each other. Tf you move farther apart than that, the bonus is lost until you are once again within 20 feet of each other. Both you and the affected outsider also gain a deflection bonus to Armor Class equal to the other's Charisma bonus (if any) for the duration of the spell. In addition, eacb of you may use the other 's Spot or Listen modifier for checks involving those skills, if desired. For example, if your summoned celestial has a + 15 Spot bonus and you have only a +4 Spot bonus, you may make Spot checks using the celestial's + 15 bonus instead of your own for the duration of the spell.

Call the Host Conjuration (Summoning) [Good] Level: Ava 9 Components: Y, S, OF Casting Time: 10 minutes Range: Medium ( 100 ft. + 10 ft .llevel) Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart. Duration: 10 minutes/level (0) Saving Throw: None SpelJ Resistance: No This spell opens a portal to a higher plane, from which you can summon celestials and other good creatures. Select one kind of creature from the following list. As soon as you finish casting the spell, 2d4 of those creatures appear at a spot you designate within the spell 's range.

Dire lion (celestial), Bene ishim, Hallowed witness, Lathar Polar bear (celestial), Season shepherd (summer) Ten minutes after the first creatures appear, Id4 additional creatures appear at the same spot as the first ones did. You may select one kind of creature for this phase from either the following list or the one above. Avoral (guardinal), Elephant (ce lestial), Dire bear (celestial) Triceratops (celestial), Hallowed judge, Kranorn , Terrapbil Ten minutes later, one additional creature appears in tbe same spot as the others did. You may select a creature from the following list, or from ei ther of the ones above. Dire ti ger (celestial), Gbaele (eladrin), Lilend, Malakim These creatures serve you for the duration of the spell. You can dismiss them singly or in groupings of your choice at any time before the spell ends. If a summoned creature has an elemental subtype (such as fire , cold, or the like), the spell also gains that descriptor. For example, if one of the creatures summoned was a malakim, tbe spell would become a fire spell. All summoning that takes place after the spell acquires a descriptor must follow the rules for spells of that category.

Cull the Wicked Evocation [Good] Level: Ava 3, Clr 3 Components: Y, S, DF Casting Time: I action Range: Close (25 ft. + 5 ft.l2 levels) Area: 20-ft.-radius burst Duration: Instantaneous Saving Throw: Will negates SpelJ Resistance: Yes You wasb the area in holy energy, spiritually damaging all the evil creatures therein. When this spell is cast, a brilliant nimbus of green energy momentarily surrounds each evil creature in the area. Every creature so affected must make a successful Will saving throw or take Id6 points oflntelligence damage, Id6 points of Wisdom damage, and Id6 points of Charisma damage. The energy surrounding a creature that fai ls its saving throw fli ckers from green to brilliant blue as the ability damage is dealt, then ripples upward, pulling some of the creature's essence with it, until it fades away entirely.

Grave Bane Banner Evocation [Banner. Good] Level: Ava 7, Clr 8 Components: Y, S, DF Casting Time: I action Range: Personal Effect: Banner that generates an emanati on with a radius of20 ft. + 5 ft .l2 levels, centered on you Duration : I round/level (0) Saving Throw: NonelFortitude partial (see text) Spell· Resistance: Yes/yes You create a pale ye llow banner with four glowi ng white arrows aligned verti cally in the center. While you hold it, the grave bane banner radiates positive energy that disrupts and weakens undead creatures within its area, rendering them more susceptible than usual to destruction fro m turning. When a turning attempt is made within the area of tbe spell, any undead creature that would normally be turned is instead destroyed if its Hit Dice do not exceed 75% of the turning character 's

Chapter Two: Spells & Magic effective turning level. In addition, the spell grants a +5 bonus on turning damage rolls made by creatures within its area of effect. Attack: An undead creature that is the target of a successful melee touch attack with a grave bane banner is affected as though by a disintegrate spell (Fortitude save for 5d6 points of damage). A living creature hit by the banner is healed of 3d8 points of damage + I point per caster level. Either use of the banner's attack power ends the spell.

Guided Weapon E vocation [Force}

Level: Ava 3, Clr 3 Co mponents: Y, S, DF Casting Time: I action Range: Close (25 ft. + 5 ft.l2 levels) Effect: Magic weapon made of force Duration: I round/level (0) Savi ng Throw: None Spell Resistance: Yes A melee weapon made of pure force springs into existence and attacks opponents at a distance, much as with the spirirual weapon spell. Like a spirirual weapon, the guided weapon takes the shape of a weapon favored by your deity (or one with some spiritual significance or symbolism to you, if you have no deity). It has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack the round the spell is cast and continuing each round thereafter. It uses your base attack bonus (possibly allowing it multiple attacks per round), but adds your Charisma or Wisdom modifier (for an avatar or cleric, respectively) instead of your Strength or Dexterity modifier. Like a spirirual weapon, the guided weapon strikes as a spell, not as a weapon. The guided weapon strikes from your direction , and unlike its lower-level counterpart, it can help an ally get a flanking bonus and can benefit from a flanking bonus or an ally 's aid another action. Feats such as Weapon Focus, Power Attack, and similar abilities do not affect attacks made with the weapon, and you cannot make sneak attacks with it. The guided weapon continues to attack the designated foe unless it travels out of range, in which case the weapon returns to you. You can direct the weapon to attack a new foe once per round as a free action. If left undirected, the weapon continues to attack the last designated foe. As with the spiritual weapon spell , if a designated target has SR, the resistance is checked the first time the weapon strikes it. If the guided weapon is successfully resisted, the spell is dispelled; othelWise, the weapon has its normal full effect on that creature for the duration of the spell.

Heaven's Touch Transmutation

Level: Ava 6, Clf 8 Compon ents: Y, S, DFIM Casti ng Time: I action Range: Touch Ta rget: Good creature touched Duration: I round/level (D) Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) You imbue the target creature with the grace and power of the celestial host. For the duration of the spell, the subject gains the benefits of the sublime template (see Appendix II: Templates). A rcane Material Component: A small piece of quartz.

Moment of Grace Evocation [Good}

Level: Ava 7, Clr 7 Components: Y, S, DF Casting Time: I action Range: Touch Target: Good creature touched Duration : I round Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) You infuse the touched creature with tbe sacred energy and protections of the higher rea lms. For a single round, the target glows with health and power, shakes off all doubt and indecision, and feels good flow through its body like a warm wave. For I round, the affected creature gains a +5 luck bonus on attack and damage rolls, a +5 luck bonus on all saving throws, and 2dl0 temporary hit points. In addition, you can attempt to free the target permanently from any Enchantments, Transmutations, curses, petrification effects, or other magical transformations that currently affect it. This effect works exactly like a break enchantment spell except that it affects only the target. The duration of this spell cannot be extended by metamagic feats , magic items, or other effects.

Rally Standard Conjuration [Banner}

Level: Ava 2, Pal 2, SorfWiz 3 Components: Y, S, DFIM Casting Time: I action Range: Personal Effect: Banner that generates an emanation with a radius 0£20 ft. + 5 ft .l2 levels, centered on you Duration: I round/level (D) Saving Throw: None/none Spell Resistance: Yes/yes You create a pale si lver banner with a bright go ld trumpet emblazoned on its center. While you hold it, this standard radiates holy energy, spurring nearby allies to rally to your position. Any allied creature that spends an entire move action getting closer to you moves an extra 10 feet in that direction beyond what its speed would normally allow. This increase applies to any form of movement, including climbing, flying, and swimming. Only movement toward your position gains this benefit. In addition, every creature within the banner's area is affected as ifby a prayer spell (+ 1 luck bonus on attack rolls, weapon damage rolls, saves, and ski ll checks for you and your allies; - I penalty on the same rolls for foes). Attack: A successful melee touch attack with the banner conjured by rally standard deals 2d8 points ofboly damage +2 points per allied, good-aligned creature in the spell's area (maximum +20). Arcane Material Component: A miniature brass trumpet worth 25 gpo

Sacred Gift Transmutation

Level: Ava 5, Clr 5 Components: Y, S, OF Casting Time: I action Range: Personal Target: You Duration: I round/level or until di scbarged

Chapter Two: Spells & Magic Saving Throw: None (harmless) Spell Resistance: No

of movement, nondetection, protection from arrows, spell immunity (all creatures in the area are immune to the chosen spells).

You call forth holy power to aid your spellcasting, making your next spell more effective against evil creatures.

Fifth, any evil outsider must make a successfu l VVill sav ing throw each time it enters the sanctified area or be sent back to its home plane. Spell resistance applies to this effect, but a separate check is required. That is, if an evil outsider with spell resistance has already resisted (or saved against) the spell's first effect, it must still check spell resistance and save again to avoid this effect.

The next spell you cast while sacred gift is active is infused with holy power. You gain the following benefits with respect to any evil creatures potentially affected by that spe ll : a +2 bonus on caster level checks made to penetrate spell resistance, a +2 increase to the saving throw DC (if any) required to resist the spell, a 20% increase in maximum range, and a 25% increase in damage dealt (if any). The spell works normally against neutral and good creatures, but its casting discharges the sacred gift anyway.

Sacred Weapon Transmutation Level: Ava I, Clr I, Pal I Co mponents: Y, S, DF Casting Time: 1 action Range: Touch Ta r get: VVeapontouched Duration : I minutellevel or until discharged Saving T hrow: VVill negates (harmless, object) Spell Resistance: Yes (harm less, object) You imbue a weapon with holy energy, making its next strike more dangerous than normal to evil creatures (especiall y evil outsiders). If the target of the next attack made with the affected weapon is evil but not an outsider, the wielder gains a sacred bonus on attack and damage rolls eq ual to 2 + I /six caster levels (maximum +5). If the attack is made against an evil outsider, the bonus increases to 3 + l/five caster levels (no maximum). These effects do not app ly if the target is a neutral or good creature, but the attack discharges the sacred weapon effect anyway.

Sanctify Transmutation Level: Ava 8, Clr 8 Components: Y, S, M Castin g Ti me: One day Range : Touch Area : 10-1t./levei radius emanating from touched point Duration: Instantaneous Saving T hrow: See text Spell Resistance: See text Sanctify blesses an area with sacred energy, much like the effect of the hallow spell. The fo llowing six effects apply to the sanctified area. First, no evil creature can enter the area unless it makes a successful VVill savi ng throw. Spell resistance applies against this effect. Second, a +4 sacred bonus applies to all Charisma checks made to tum undead in the area, and a -4 sacred penalty applies to Charisma checks made to command undead. (This effect works just like the second effect of the hallow spell.) SpeU resistance does not apply to this affect. Third, any dead body interred in a sanctified site cannot be turned into an undead creature. Fourth, you may choose to fix a single spell effect to the sanctifi ed site. The restrictions and modifications to the attached spell 's effects are as written in the description for the fourth effect of hallow. In addition to the spells noted in the hallow spell description , the following spells may be linked to a sanctified site: death ward, detect scrying, dimensional anchor, discern lies,fog c1oud,freedom

Finally, each good creature in the area gains a + 1 luck bonus on attack and damage rolls, saving throws, ski ll checks, and caster level checks. In addition, the save DC of any spe ll with the good descriptor increases by 4 if cast by a good-aligned spell caster standing within the sanctified area. Material Components: Herbs, oils, and unguents worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the sanctified area.

Spell Shield Banner Abjuration [Banner] Level: Ava 6, SorlVViz 8 Com ponents: Y, S, DFIM Casting Time: I action Range: Personal Effect: Banner that generates a I O-ft.-radius emanation, centered on you Duration : I roundllevel (D) Saving Throw: VVill negates (harm less)/none Spell Resistance: Yes (harm less)/no You create a translucent, dark gray banner with a white anvil in the center and white runes in a circle around it. VVhile you hold it, the spell shield banner protects you and other creatures in the affected area from some spells and magical effects. Every creature in the banner's area gains spell resistance equal to 5 + caster level. This does not stack with any other spell resistance the creature may already have. Attack: A successful melee touch attack with a spell shield banner releases a burst of holy energy that affects the opponent as a targeted dispel magic effect. Make a caster level check (DC II + the effect's caster level) for each magical effect on the target creature. Arcane Material Component: A pinch of powdered iron or iron fi lings.

Stand Fast Conjuration [Banner] Level: Ava I, CLr 2, Pal 3 Compo nents: Y, S, M Casti ng Time: I action Ran ge: Personal Effect: Banner that creates a wall of invisible energy 40 ft. long, 20 ft. high, and I ft . thick, centered on you Duration: I round/level (D) Saving Throw: VVill negates (see text)/no Spell Resistance: Yes (see text)/yes You create a white banner with a black shield in the center and black runes along its border. VVhile you hold it, this standard bolsters nearby celestials and other good creatures, allowing them to defend a line across the battlefield more efficiently. The banner created by this spell generates an invisible wall of holy energy that extends 20 feet to either side of you. Any evil creature must make a successful VVill saving throw to pass through this barrier. Spell resistance applies to this effect. The barrier also provides onequarter cover (+2 cover bonus to Armor Class and + I cover bonus on Reflex saving throws) to good creatures against attacks or effects that originate from evil creatures on the opposite side.

Chapter Two: Spells & Magic ' Unlike the banners produced by other banner spells, the one created by standfas/ must remain immobile. If you move before the spell's duration expires, the effect ends immediately. Attack: A successful melee touch attack with the banner created by stand fast deals I d8 points of holy damage + I point per caster level (maximum + 10).

the round that it appears. It remains for one minute or until it is destroyed or dismissed by you. Arcane Material Component: A small feather from an infant bird.

Weight of Sin Transmutation

Material Component: A straight metal wire.

Standard of Heaven's Peace Enchantment [Banner, Good, Mind-Affecting] Level: Ava 9 Co mponents: Y, S, DF Casting T im e: I action Range: Personal Effect: Banner that generates an emanation with a radius of20 ft. + 5 ft.l4 levels, centered on you Duration: I round/level (D) Saving Throw: Will negateslFortitude negates Spell Resistance: Yes/yes You call forth a holy banner bearing a single, very personal symbol that represents a virtue dear to you , usually centered on a green or gold fie ld. Though each caster 's banner is unique, it always embodies and evokes the peace of the hi gher realms. Each creature inside the standard 's radius must make a successful Will save or be unable to make attack actions or cast spells that do not have the good descriptor for as long as it remains within the area. An affected creature that moves outside the standard's area is free of the effect; it can make ranged attacks and cast spells into the area normally. However, it immediately becomes subject to the effect again upon re-entering the area. No new saving throw is allowed for re-entry unless the effect is from a different casting of the spell.

Level: Ava 7, Clr 7 Co mponents: Y, S, DF Casting Time: I action Range: Close (25 ft. + 5 ft.l2 levels) Ta r get: One evil creature Duration: Instantaneous (but see text) Saving T hrow: Will negates Spell Resista nce: Yes In an instant, this spell crushes an evil creature with the spiritual weight of its past misdeeds. The celestial host sifts through the creature's soul and lays bare its sins for review. An affected creature is presented with visions of two possible futures and forced to choose between them on the spot. [n the first version, the creature continues along its current path of perfidy but must pay partial penance now, sitting stunned by the weight of its sins. In the second, it turns to a path of light and gains a chance at redemption. The affected creature knows, in the instant of the spell 's effect, the consequences of both choices, and it is free to make up its own mind. No mind-affecting magic or similar controlling affects can force the creature to choose one path over the other. An affected creature that chooses the first option is stunned for a number of rounds based on its Hit Dice, as given on the following table.

Weight ofSin s

A ttack: A successful melee touch attack with a standard of heaven p eace destroys the opponent in a torrent of holy energy. A creature that makes a successful Fortitude saving throw is not destroyed, but it still takes 15d6 points of holy damage.

Summoning Standard Conjuration [Banner] Level: Ava 3, SorlWiz 5 Components: Y, S, DFIM Casting Time: I action Range: Personal Effect: Banner that generates an emanation with a radi us of 5 ft. + 5 ft.l2 levels, centered on you Duration: I round/level (D) Saving Throw: None (harrnless)/none Spell Resistance: Yes (harm less)/no You create a nearly transl ucent banner with a faintly white, beckoning hand in its center. While you hold it, the summoning standard radiates holy energy, enhancing the physical abilities of good outsiders summoned within its area. Once this spell is cast, each good outsider that is subsequently summoned into the area gains a +2 enhancement bonus to Strength, Constitution, and Dexterity. It also gains IdlO temporary hit points. These benefits last for the duration of the banner's effect. Attack: A successful melee touch attack with a summoning standard deals 1d8 points of holy damage and summons a good outsider (your choice of the good creatures avai lable through the summon monster 11 spell) to fight on your behalf. The creature can act on

Hit Dice

Duration

1- 3

2d6 minutes 3d4 rounds 2d4 rounds Id4 rounds

4-7 8- 11 12+

A creature that chooses the second option must permanently change the evil component of its alignment to good. (The chaotic, neutral, or lawful component of its alignment remains unchanged.) It must also voluntarily adopt the reforged template (see Appendix U: Templates).

Wrath of the Heavens Evocation [Good] Level: Ava 9, Clr 9 Com ponents: Y, S, DF Casti ng Time: I action Range: Close (25 ft. + 5 ft.l2 levels) Area : 20-ft.-radius burst Dura tion: Instantaneous (and 1 hour/level, see text) Savi ng Throw: Reflex hal f Spell R esistance: Yes You unleash a torrent of sacred energy against which few evil creatures can stand. The might of the higher planes bathes the entire area in a white, cleansing radiance that physically slams any evil creatures therein. Each affected creature takes Id6 points of damage per caster level (maximum 20d6 points; Reflex save for half). The area also is affected as if by a consecrate spe\J-a +3 sacred bonus applies to all turning checks made against undead creatures in the area, and a - I sacred penalty applies to attack roUs, damage rolls, and saving throws made by each undead in the area. The consecrate effect lasts I hour per caster level.

.II"

Chapter Thre·e

.II"

Celestials All the creatures presented in this chapter are celestials. A few fall into celestial subcategories given in the MM, but most are entirely new kinds. Many celestials, particularly the winged ones, are also called angels by mortals on the Material Plane. Most of the creatures in this chapter can be summoned using the various summon monster spells, as detailed in Chapter l\vo, but some are simply too powerful to answer the summons of any mortal. Like a few of the spells in the previous chapter, some celestials are capable of dealing holy damage with their attacks. Holy damage affects only evil creatures; good and neutral creatures are immune to this damage.

Aeons Ancient beyond reckoning, aeons are celestials that exist largely outside the hierarchy of the higher realms. Some sages maintain that these creatures are the remnants of an older celestial order--<>ne displaced or destroyed by the current Lords of Good. Others insist that they are si mply byproducts of the world 's creation . Whatever thei r origins, the aeons remain the most mysterious of the celestials. Each kind of aeon em bodies and represents a virtuous ideal- loya lty, beauty, sacrifice, triumph, nature, or the like. Though they occasionally mingle with other celestials and good mortals, most aeons prefer to keep themse lves apart from the affairs of the multi verse as much as possible.

Lathar (Aeon) Large Outsider (Good, Lawful) Hit Dice: 7d8+21 (52 hp) Initiative: +2 Speed: 60 ft. AC: 25 (- I size, +2 Dex, + 14 natural), touch II , flat-footed 23 Attacks: 4 claws + II melee and bite +6 melee Damage: Claw Id6+5, bite Id8+2 Face/Reach: 5 ft. by 10 ft./5 ft. Special Attacks: Rend 2d6+7 Special Qualities: Celestial traits, DR 10/+ I, immunities (electricity, petrification), outsider traits, resistances (acid 10, cold 10), scent, soul bond, SR 18, teleport without error Saves: Fort +8, Ref + 7, Will +8 Abilities: Str 20, Dex 15, Con 16, Lnt 13, Wis 13 , Cha 12 Skills: Diplomacy +3, Hide +6, Intuit Direction +9, Listen +9, Move Silently + 10, Search +9, Sense Motive +8, Spot +9, Wilderness Lore +9 Feats: Lron Will, Track Climaterrerrain: Any land or underground Organization: Solitary, pair, or squad (3- 5) C hallenge Rating: 6 Treasure: one Alignment: Always lawful good Adva ncement: 8-14 HD (Large); 15- 21 HD (Huge) Lathars, the aeons of loyalty, are the most active of these ancient beings in the affairs of the planes. Most often encountered as the intelligent mounts of great celestial heroes, lathars are endless ly fai thful to their chosen com panions. Sages who know of these creatures often theorize that they were created especiall y to serve as mounts for both mortal and celestial champions. A lathar looks like a six-legged golden mastiff, but it is the size of a heavy warhorse. There are thick flaps of skin on its neck, and each of its golden paws ends in a set of wicked claws. The lathar's broad shoulders and incredibly stable gait contribute to its desirability as a mount, and its appearance conveys a solid feeling of loyalty and strength. The creature's surprisingly expressive face can convey considerable information and emotion to its bonded companion, if it has one. When the Lords of Good send a lathar to serve a hero, they take great care to be sure of the recipient's devotion to goodness, because they know lathars form lifelong bonds with their companions. In fact, though a lathar will not form a bond with a nongood creature, it will remain loyal to an already-bonded companion even if the latter falls from grace. During the famous rebellion of the Divs in the upper planes (see The History of Iblis in Appendix I: Archangels), many Div heroes rode lathars to the site of the conflict and rode them away again in disgrace after their fall.

'20'

Chapter Three: Celestials Although they are good-hearted as only celestials can be, lathars occasionally give way to the sin of jealousy. Over time, a lathar can come to resent its bonded one's other companions, especially if those creatures are animals that could qualify as potential mounts. Lathars can speak Celestial, but they rarely use anything beyond looks and gestures to communicate.

C ombat Whether or not they are serving as mounts (see below), lathars remain close to their chosen companions in battle. They work to flank foes with their companions or, when pressed by greater numbers, position themselves to prevent foes from flanking members of their own group. In cases where the companion is much more powerful than the lathar, the creature uses its soul bond power to support its companion and retreats to a safer distance, often seeking healing while its more ab le companion fights the foes. Should both the lathar and its bonded one find themselves overmatched, the lathar can teleport both to safety if its companion agrees. If its companion refuses to leave the battle, the lathar remains as well and fights to the death . Rend (Ex): If a lathar hits a si ngle target with both claw attacks, it latches onto the opponent's body and tears the fl esh. This attack deals 2d6+7 points of damage. Celestial Traits: A lathar can speak with any creature that has a language as though using a tongues spell (caster level 14th, always active). It also has low-light vision and a +4 racial bonu on Fortitude saves aga inst poison. Scent (Ex): A lathar can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Soul Bond (Su): At will, a lathar can share its spirit with its bonded companion. This ability functions like the spell shield other, except that it allows tran fer of the companion 's wounds to the lathar, but not the reverse. The bond remains active as long as the lathar and its bonded companion stay within 100 yards of each other, or until dismissed. Outsider Traits: A lathar has darkvision (60-foot range). It cannot be raised or resurrected. Teleport without Error (Su): A lathar can teleport itself and its bonded companion at will as though usi ng the teleport without error spell.

Lathars as Mounts A paladin of 8th level or higher can call a lathar as a mount, though the Lords of Good must be willing to provide one for this attempt to succeed. The lathar gains the normal enhancements for serving as a paladin 's mount, and it increases in power as the paladin rises in level, according to the description of a paladin's mount in the Player s Handbook. The lathar can form a lifelong bond with a good creature even if the latter is not a paladin, and that bond remains in force even if the companion later abandons its good alignment. Of course, if the companion is not a paladin, the lathar does not gain the benefits that correspond to a paladin 's mount.

Martrym (Aeon) Small Outsider (Chaotic, Good, Incorporeal) Hit Dice: Id8 (4 hp) Initiative: +4 Speed: 40 ft. (perfect) AC: 13 (+ 1 size, + 1 Dex, + 1 deflection), touch 13, flat-footed 12 Attacks: None Damage: None FacefReach: 5 ft. by 5 ft./5 ft. Special Attacks: Channeling Special Qualities: Celestial traits, immunities (electricity, petrification) , incorporeal subtype, outsider traits, resistances (acid 10, cold 10), sacrifice Saves: Fort +2, Ref +3, Will +2 Abiljties: Str - , Dex 12, Con 10, Int II , Wis II , Cha 13 Skills: Listen +4, Spot +4 Feats: Improved Initiative Climaterrerrain: Any land or underground Organization : Solitary, pair, or squad (3- 5) Challenge Rating: I Treasure: 0 coins, double goods, standard items Alignment: Always chaotic good Advancement: 2- 3 HD (Small) The martrym is the aeon of sacrifice. Like a lathar, a martryrn devotes itself to the protection ofa chosen companion- usually a mortal creature it believes to be capable of great good- though the relationship is not necessarily lifelong, as it is with a lathar. A martrym can tum itself into a living shield or gift its chosen companion with its own

.... 21 ....

Chapter Three: Celestials life essence if necessary. Though it never sacrifices itself needlessly, a martrym does not hesitate to do so if there is a chance that its action will save its companion or further a cause. The lords of the upper realms see to it that another soul becomes a martrym whenever an existing one sacrifices itself, to ensure that these scions of sacrifice remain part of the celestial hierarchy. Although the wispy martrym lacks the great might of some other celestials, it is still beautiful and soothing to nearly any eye. Alone, the creature appears as a long, thin wing made of pure light. Its body is insubstantial, and though it sheds some light, it is not nearly so bright as the more powerful lantern archons. After a martrym has chosen a mortal to inspire, it appears only as a glowing nimbus around that creature. Unlike other incorporeal creatures, the martrym is not quite transparent- it sheds so much light that the viewer cannot easily see through it. Martryms speak Common and Celestial.

Combat Martryms are as fearless as they are noble, and they often take the front ranks in a conflict, trusting their incorporeal nature to protect them from most attacks. When faced with one very powerful foe, several martryms may sacrifice themselves to give one of their number multiple bonuses in the conflict, increasing the chance that one of them will survive and be victorious. A seriously wounded martrym looks for an opportunity to sacrifice itself in a manner that will save the greatest number of its allies. Channeling (Su): Once per round, a martrym can channel divine energy into a creature or object within 5 feet. This infusion of positive energy deals I d6 points of damage to the target. The attack hits its target automatically and there is no saving throw. Celestial Traits: A martrym can speak with any creature that has a language as though using a tongues spell (caster level 14th, always active). It also has low-light vision and a +4 racial bonus on Fortitude saves against poison. Incorporeal Subtype: A martrym can be hanned only by other incorporeal creatures, + I or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A martrym can pass through solid objects, but not force effects, at wi ll. Its attacks ignore natural armor, annor, and shields, but deflection bonuses and force effects work nonnally against them. A martrym always moves silentl y and cannot be heard with Listen checks if it doesn 't wish to be. Outsider Traits: A martrym has darkvision (60-foot range). It cannot be raised or resurrected. Sacrifice (S u): A martrym can, as a full-round action, sacrifice itself to boost the power of one ally within 60 feet. The creature can choose anyone of the three gifts described below to bestow on that ally. The martrym dies instantly upon using this ability. Gift of Power: The affected creature gains a +4 sacred bonus to Strength and an additional attack each round at its highest attack bonus. These benefits last for I hour. Gift ofFortune: The affected creature gains a +4 luck bonus on saving throws and a +4 luck bonus to Armor Class. These benefits last for I day. Gift of Endurance: The affected creature gains a +4 sacred bonus to Constitution and immunity to fatigue and exhaustion. These benefits last for I week.

Season Shepherds (Aeon) By far the most common aeons are the season shepherds, the aeons of nature. These feylike creatures move between the wilds of the mortal realm and the higher planes via secret interplanar gates. Although they lack the raw power to actually shape the seasons, the four kinds of season shepherds do embody the nature and hardships of the four quarters of the annual cycle. Each is particularly attuned to the needs of wild creatures during its associated season.

Season Shepherd (Autumn) Medium-Size Outsider (Good)

Hit Dice: 6d8+ 18 (45 hp) ] nitiative: +5 Speed : 20 ft. AC: 23 (+ 1 Dex, + 12 natural), touch II , flat-footed 22 Attacks: 2 slams +8 melee Damage: Slam Id8+2 FacelReach: 5 ft. by 5 ft./5 ft. Special Attacks: Spells, withering aura . Special Qualities: Celestial traits, DR 5/+ I, immunities (cold, electricity, petrification), outsider traits, SR 16 Saves: Fort +8, Ref +6, Will +8 Abilities: Str 15, Dex 12, Con 17, Int II , Wis 16, Cha 16 Skills: Animal Empathy + 12, Heal + 12, Knowledge (arcana) +3, Knowledge (nature) +9, Listen + 12, Wilderness Lore + 12 Feats: lmproved Initiati ve, Track Climaterrerrain: Any wilderness Organization: Solitary, pair, or squad (3- 5) Challenge Rating: 4 Treasure: No coins, double goods, standard items

'22'

Chapter Three: Celestials A lignment: Always neutral good Ad van cem ent: 7- 12 HD (Medium-size); 13- 18HD (Large) Autumn is a time of preparation for the coming winter, of laying in reserves and watching the young that were born in spring become mature, self-sufficient adults. Although it is a quiet time, the seeds of evil can take root and grow in this period, coming to fruition with the onset of winter. Just as wild creatures prepare to weather the cold, good creatures must prepare to resist the evil that always seems to build and strike during the months of winter. It is the autumn shepherd who must watch for the early signs of evil activity and try to prevent its rise. This celestial also works to avert disasters, either natural or magical in origin, that would ruin the preparations of natural creatures for the winter months. An autumn shepherd is a humansized creature that appears to be a strange blend of fey, plant, and celestial. Its roughly humanoid body is lean and lanky, composed of vine tendrils, flexible branches, and thicker, longer strands of woodlike flesh. The creature is covered with a scattering of colorful leaves, but much like a tree in the season it represents, most of its vines and branches are bare. An autumn shepherd 's face looks like that of a mature human man, worn with lines of care and toil. Although its appearance can be disconcerting to some mortals , it typically wears a benign, tolerant expression. Autumn shepherds are very skilled at choosing battles they can win. When wandering through the wilds of the mortal rea lm, they concentrate their efforts where they wi ll do the most good in terms of making the coming winter easier for animals and other natural creatures. Autumn shepherds speak Celestial, Sylvan, and Terran.

Combat Like other season shepherds, autumn shepherds stick together in combat, so that one of them can always have a withering aura in effect on the area. If given the opportunity, autumn shepherds gang up on their foes , attempting to win fights quickly and then move out of the area as fast as possible. Although an autumn shepherd has only a few spells at its disposal , it is adept at using those spells to enhance its own abilities and hinder its foes. In particular, autumn shepherds favor the entangle and endure elements spells for combat. Spells: An autumn shepherd can cast divine spells as a 3rd-level druid (spells/day 4/3/2; save DC 13 + spell level). W ithering Aura (Su) : Every I d4 rounds, an autumn shepherd can infuse the air around it with a supernatural blast of withering negative energy. This effect deals 2d6 points of damage to every creature within 20 feet (Reflex DC 16 half). An autumn shepherd is immune to its own withering aura and to those of others of its kind . . Celestial Traits: An autumn shepherd can speak with any creature that has a language as though using a tongues spell (caster level 14th, always active). It also has low-light vision and a +4 racial bonus on Fortitude saves against poison. Outsider Traits: An autumn shepherd has darkvision (60-foot range). It cannot be raised or resurrected.

.'eI.,.

Chapter Three: Celestials

Season Shepherd (Summer) Huge Outsider (Good) Hit Dice: 9d8+36 (76 hp) Initiative: +5 Speed: 50 ft. AC: 25 (- 2 size, + I Dex, + 16 natural), touch 9, flat-footed 24 Attacks: 2 slams + 12 melee Damage: Slam 2d8+5 FacelReach: 10 ft. by 10 ft .1 10 ft. Special Attacks: Animate trees, fiery aura, spells Special Qualities: Celestial traits, DR 10/+ I, immunities (electricity, fi.re, petrification), outsider traits, SR 18 Saves : Fort + 10, Ref +7, Will + 10 Abilities: Str 21 , Dex 12, Con 19, Int 13, Wis 18, Cha 18 Skills: Animal Empathy + 16, Heal + 16, Knowledge (arcana) + 13, Knowledge (nature) + 13, Listen + 16, Spot + 13, Wilderness Lore + 16 Feats: Improved Initiative, Power Attack, Track Climaterrerrain : Any wi lderness Organization: Solitary, pair, or squad (3- 5) C hallenge Rating: 6 Treasure: No coins, doubl e goods, standard items Alignment: Always neutral good Advancement: 10-27 HD (Huge) Although they cannot match the raw power and inspiration of the spring shepherds, summer shepherds are strong and dedicated protectors of the wild regions. These creatures represent and protect the season of growth and prosperity, and they work to spread summer's bounty among all the animals and good creatures of the wi ld. The largest of the season shepherds, a summer shepherd appears to be a strange blend of fey, plant, and celestial. Its roughly humanoid body is thick and heavy, composed of sturdy vines, flexible branches, and thicker, longer strands of woodlike flesh that give it a superficial resemblance to a treant. A summer shepherd is clothed in several shades of green, from the bright, healthy color of its vines to the darker green leaves that cover its branch1ike limbs. Its face resembles that of a handsome human male in the prime of his life, full of health and vigor. Second only to spring shepherds in power, the summer shepherds prefer to confront evil when they find it. They have numerous allies among the fey, and they are often kept apprised of events over a large area by a network of fey, kindly natural beasts, and good or neutral druids and rangers. Summer shepherds speak Celestial, Sylvan, Terran, and Elven.

Combat Because they are immune to the fiery blasts of their own kind, summer shepherds tend to fight in tight-knit groups, so that one of them can always have a fiery aura in effect on the area. Larger and more physically powerful than many other aeons, summer shepherds do not hesitate to enter melee as long as they think they have a reasonable chance of emerging victorious. When summer shepherds do enter combat, it is usually behind a screen of animated trees. Although they do not enjoy allowing trees to be destroyed, they realize that waves of animated trees may be more effective in overwhelming a powerful source of evil than a single opponent, no matter how strong. Summer shepherds never risk themselves foolishly because they know it is better for them to live and continue the fight than fall and leave the wilds without a guardian. A nimate Trees (Sp) : At will, a summer shepherd can animate all trees within 90 feet , although it can control only one such tree at a time. It takes I full round for an ani mated tree to uproot itself. Thereafter, it moves at a speed of 10 feet and fights as a treant in all respects. If the summer shepherd that animated it is incapacitated or moves out of range, the effect ends; the animated tree immediately roots itself and becomes a normal tree in all respects again. This effect is otherwise similar to that of the liveoak spell (caster level II th). Fiery Aura (S u): Every Id4 rounds, a summer season shepherd can infuse the air around it with a supernatural blast of heat. This effect deals 3d6 points of fire damage to every creature within 20 feet (Reflex DC 18 half). A summer shepherd is immune to its own fiery aura and to those of others of its kind. Spells: A summer shepherd can cast divine spells as a 5th-level druid

(spe ll s/d ~y

5/4/3/2; save DC 14 + spell level).

Celestial Traits: A summer shepherd can speak with any creature that has a language as though u ing a tongues spell (caster level 14th, always active). 1t also has low-light vision and a +4 racial bonus on Fortitude saves against poison. Outsider Traits : A summer shepherd has darkvision (60-foot range). It cannot be raised or resurrected.

Chapter Three: Celestials

Season Shepherd (Winter) Medium-Size Outsider Hit Dice: 4d8+8 (26 hp) Initiative: +4 Speed : 20 ft. AC: 18 (+8 natural), touch 10, flat-footed 18 Attacks: 2 slams +5 melee Damage: Slam Id6+ ] Face/Reach: 5 ft. by 5 ft./5ft. Special Attacks: Chill aura, spells Specia l Qualities: Celestial traits, DR 5/+ I, immunities (cold, electricity, petrification), outsider traits, SR 14 Saves : Fort +6, Ref +4, Will +7 Abilities: Str 13, Dex 10, Con IS, In! II, Wis 16, Cha 16 Skills: Animal Empathy +10, Heal + 10, Knowledge (nature) +7, Listen +7, Wi lderness Lore + 10 Feats: Improved Initiative, Track C limaterrerrain : Any wilderness Organization : Solitary, pair, or squad

(3- 5) C hallenge Rating: 2 Treasure: No coins, double goods, standard items Alignment: Always neutral good Advancement: 5- 8 HD (Medium-size); 9- 12 HD (Large) Without death, there can be no rebirth. Without hardsh ip, there can be no triumph. Without winter, there can be no spring. Although they are the weakest of the season shepherds, those set to watch over the season of winter are as important as any other aeon that monitors the seasons. Withered by the very season they oversee, winter shepherds seldom attempt to confront evil directly. Instead, they he lp other good creatures persevere through the season during which the powers of the season shepherds are at their weakest, saving confrontations for the risi ng power of spring. A winter shepherd appears to be a strange blend of fey, plant, and celestial. Its roughly humanoid body seems to be made of dry and withered vines and branches, and it appears to be bent under the weight of the seasons. Its face resembles that of an ancient human woman, creased with lines of age and worry. A winter shepherd often carries a small branch that it uses much like an aging human wou ld use a cane. Like all season shepherds, winter shepherds love and revere nature and wild creatures. Although they have a deep affinity for the natural world, winter shepherds travel slowly and are reluctant to show themselves, even under the most forgivi ng conditions. In most cases, they do only what must be done to help others make it through a winter. Winter shepherds speak Celestial and Sylvan.

Combat In combat, winter shepherds stick together, so that one of them can always have a ch ill aura in effect on the area. In this way, they can force their enemies to endure a nearly constant barrage of cold energy. Only when faced with foes who are obviously capable of casting spells that affect large areas do winter shepherds spread out. Winter shepherds are very clever in their use of the aid another action. When they outnumber their opponents, they aid one another 's grapple attempts, endeavoring to hold their foes where the blasts of cold energy from their comrades can have full effect. C hill Aura (Su): Every Id4 rounds, a winter shepherd can infuse the air around it with a supernatural blast of co ld. This effect deals Id6 points of cold damage to every creature within 20 feet (Reflex DC 14 half). A winter shepherd is immune to its own chi ll aura and to those of others of its kind. Spells: A winter shepherd can cast divine spells as a 1st-level druid (spells/day 3/2; save DC 13 + spell level).

Chapter Three: Celestials Celestial Traits: A winter shepherd can speak with any creature that has a language as though using a tongues spell (caster level 14th, always active). It also has low-light vision and a +4 racial bonus on Fortitude saves against poison. Outsider Traits: A winter shepherd has darkvision (60-foot range). It cannot be raised or resurrected.

Season Shepherd (Spring) Large Outsider (Good) Hit Dice: 14d8+70 (133 hp) Initiative: +8 Speed: 40 ft. AC: 33 (- I size, +4 Dex, +20 natural), touch 13, flat-footed 29 Attacks: 2 slams + 18 melee Damage: Slam 2d6+5 FacelReach: 5 ft. by 5 ft J IO ft. Special Attacks: Animate trees, peaceful vision, radiant aura, spells Special Qualities: Celestial traits, DR 10/+3, immunities (electricity, petrification), resistances (acid 20, cold 20), outsider traits, SR 23 Saves: Fort +14, Ref + 13, Will + 14 Abilities: Str 21 , Dex 19, Con 20, Int 17, Wis 20, Cha 20 Skills: Animal Empathy +22, Concentration +22, Heal +22, Knowledge (arcana) +20, Knowledge (nature) +20, Listen +22, Spellcraft +20, Spot +22, Swim +6, Wilderness Lore +22 Feats: Combat Casting, Improved Initiative, Power Attack, Track Climaterrerrain: Any wi lderness Organization : Solitary, pair, or squad (3- 5) Challenge Rating: II Treasure: No coins, double goods, standard items Alignment: Always neutral good Advancement: 15- 28 HD (Large); 29-42 HD (Huge) Patrons of rebirth and renewal, the spring shepherds are the most powerful of the season shepherds and among the most powerful of the aeons. Where other season shepherds work to protect and preserve, these guardians of the wild promote growth and abundance, urging their charges to expand rather than remain content with what has already been gained. A spring shepherd is a perfect blend of celestial, fey, and plant whose very being radiates power, hope, and rebirth. Its roughly humanoid body is composed of vines and flowers that constantly seem to grow, twine, and sprout offshoots. Its face resembles that of a fresh young human girl, fu ll oflife and laughter. Though the spring shepherd 's task is formidable, it smiles and laughs at any opportunity, displaying such gaiety that it invariably lifts the spirits of any who see it. Few celestials love and care for the natural world as much as spring shepherds do. Many good druids, fey, and other creatures of the wild look to spring shepherds for guidance, and even more powerful creatures are often wi lling to work with these patrons of rebirth. Spring shepherds speak Celestial, Sylvan, Terran, Elven, and Aquan.

Combat Spring shepherds are canny combatants, capably directing the actions of ani mated trees and other allies while employing their own powers. They seldom look for conflict, but when forced to fight, they favor advance over withdrawal and aggressive tactics over defensive postures. When possible, spring shepherds move to surround and down one foe at a time, eliminating threats in qui ck succession. If confronted with evil too powerful to combat directly, they employ their spells to wear down the opposition, usually summoning elementals and animating trees for brief excursions against the enemy.

Animate Trees (Sp): At will, a spring shepherd can animate all trees within 90 feet, although it can control only one such tree at a time. It takes 1 full round for an animated tree to uproot itself. Thereafter, it moves at a speed of 10 feet and fights as a treant in all respects. If the spri ng shepherd that animated it is incapacitated or moves out of range, the effect ends; the animated tree immediately roots itself and becomes a normal tree in all respects again. This effect is otherwise similar to that of the liveoak spell (caster level 11th). Peaceful Vision (Su): The sight of a spring shepherd inspires such peace and tranquility that the viewer must succeed at a Will save (DC 22) or be dazed for Id3 rounds. Whether or not the save is successful, that creature cannot be affected again by that spring shepherd 's peaceful vision ability for one day. Radiant Aura (Su): Every I d4 rounds, a spring shepherd can infuse the air ~ound it with a supernatural burst of positi ve energy. This effect deals 4d6 points of damage to every creature within 20 feet (Reflex DC 22 half). A spring shepherd is immune to its own radi ant aura and to those of others of its kind. Spells: A spring shepherd can cast divine spells as a 10th-level druid (spells/day 6/6/5/4/4/3; save DC 15 + spell level). Celestial Traits: A spring shepherd can speak with any creature that has a language as though using a tongues spell (caster level 14th, always active). It also has low-light vision and a +4 racial bonus on Fortitude saves against poison. Outsider Traits: A spring shepherd has darkvision (60-foot range). It cannot be raised or resurrected.

Chapter Three: Celestials

Terraphil (Aeon) Medium-Size Outsider (C haotic, Good) Hit Dice: 8d8+8 (44 hp) Initiative: +2 Speed: 30 ft. AC: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18 Attacks: 2 slams +9 melee, or +2 longsword + 11 /+6 melee Damage: Slam Id6+ 1, +2longsword Id8+3/ 19- 20 FacelReach: 5 ft. by 5 ft./5 ft. Special Attacks: Peaceful vision, touch of peace Special Qualities: Celestial traits, DR 10/+2, immunities (electricity, petrification), outsider traits, resistances (acid 20, cold 20), SR 20 Saves: Fort +9, Ref +8, Will +8 Abilities: Str 12, Dex 15, Con 12, lnt II , Wis 10, Cha 25 SkiDs: Diplomacy +20, Hide + 13, Listen + I 3, Move Silently + 13, Sense Motive +9, Spot + 13 Feats: Alertness, Great Fortitude, Iron Will Climaterrerrain: Any land or underground Organization: Solitary, pair, or squad (3- 5) Challenge Rating: 8 Treasure: No coins, double goods, standard items Alignment: Always chaotic good Advancement: 9- 16 HD (Medium-size); 17- 24 HD (Large) Terraphils are the aeons of beauty, free and unchained even by their own long history. They gather followers and admirers wherever they go, and for th is reason, the Lords of Good often use them as emissaries and diplomat . A terraphil comes very close to the mortal ideal of beauty. Beyond the fact that it resembles an extremely comely human or elven man or woman, its appearance and dress may vary widely. Unlike the seductive and tempting fiends that ape the forms of human women and men, the terraphil possesses a soothing, peacefu l beauty. Several fiends , such as the succubus and erinyes, are warped and fa llen creatures thought to be made in the image of the terraphil. Despite their success at tempting mortals, these fie nds possess but a shadow of the terraphil 's beauty.

Combat Terraphils are deadly in combat- not because of their physical prowess, but because of their beauty. Few can bring themselves to even draw weapons against the aeons of beauty, and many of those who summon the willpower to do so lose that determination at a touch from the terraphi l. Whenever possible, terraphils stun their opponents with either beauty or touch before beginning combat. Although these abilities make them dangerous, these celestials are not so foolish as to overlook mindless foes or other creatures that are immune to compulsion of their beauty. When confronted by such foes , terraphils attempt to stun any other opponents first, then tum all their attention to fighting the creatures that are immune to their special abilities. Peaceful Vision (Su): The sight of a terraphil inspires such peace and tranquility that the viewer must succeed at a Will save (DC 21 ) at the beginning or each round or be dazed. Whether or not the save is successful , that creature cannot be affected again by that terraphil's peaceful vision ability for one day. Touch of Peace (S u): Any creature touched by a terraphil (or hit by its slam attack) must succeed at a Will save (DC 2 1) or be dazed for I round. This ability cannot be used in conjunction with a weapon attack. Touch of peace is a mind-affecting ability. Celestial Traits: A terraphi l can speak with any creature that has a language as though using a tongues spell (caster level 14th, always active). It also has low-light vision and a +4 racial bonus on Fortitude saves against poison. Outsider Traits: A terraphil has darkvision (60-foot range). It cannot be raised or resurrected.

Chapter Three: Celestials

Victarium (Aeon) Large Outsider (Good)

Hit Dice: 17d8+85 (161 hp) Initiative: +4 Speed: 40 ft., fly 60 ft. (good) AC: 30 (- I size, +4 Dex, + 17 natural), touch 13, flatfooted 26 Attacks: Large +2 longsword +23/+1 8/+ 13/+8 melee and three Large +2 longs words +23 melee Damage: Large +2 longs word 2d6+9/19- 20 (primary hand), Large +2 longsword 2d6+5/ 19- 20 (off hands) FacelReach: 5 ft. by 5 ft./ IO ft. Special Attacks: Spell-like abilities Special Qualities: Adrenaline boost, celestial traits, DR 151+3, immunities (electricity, petrification), outsider traits, regeneration 5, resistances (acid 20, cold 20), righteous fury, SR 27 Saves: Fort +15, Ref + 14, Will + 16 Abilities: Str 25, Dex 19, Con 20, Int 16, Wis 23, Cha 22 Skills: Concentration +25, Diplomacy +28, Hide +20, Knowledge (any two) +23 , Listen +26, Move Silently +24, Search + 10, Sense Motive +26, Spot +26 Feats: Cleave, Great Cleave, Multidexterity, Multiweapon Fighting, Power Attack Climaterrerrai n: Any land or underground Organization: Solitary, pair, or squad (3- 5) C hallenge Rating: 15 Treas ure: No coins, double goods, standard items Alignment: Always neutral good Adva ncement: 18- 34 HD (Large); 35- 51 HD (Huge) As the aeons of triumph, victariums number among the fiercest warriors of the upper planes. Unlike other celestials that radiate unearthly grace and peace, victariums are vibrant, sometimes bawdy proponents of aggressive attacks against evil , and they enjoy well-earned celebrations after such forays. A victarium looks like a slender elven woman with four arms, each holding a light but deadly blade. A victarium usually dresses in lightweight, jewel-toned clothing rather than armor and wears bold golden jewelry. The victari um 's grace and skill with its weapons has inspired many sages to claim that the dread marilith was made in its image. In fact, many legends relate that the first mariliths were created from a legion of fallen victariums, turned and corrupted by the lords of the lower planes. Whether or not this is true, the twisted female demons bear an unholy hatred for the beautiful victariums and enjoy nothing more than capturing, killing, or tormenting their celestial counterparts when given the chance. For their part, victari ums return this sentiment, going out of their way to confront any marilith they learn of.

Combat Victariurns hate injustice and thirst for honorable combat, but they are far from subtle in their approach to fighting-tbey simply wade into battle, weapons ready. When faced with foes of great power, victariurns are capable tacticians, but they much prefer straightforward brawls when possible. Spell-Like Abilities: Always active-detect magic, detect snares and pits, discern lies, see invisibility, true seeing. Caster level 20th; save DC 16 + spell level. At will- aid, continualjiame, cure moderate wounds, improved invisibility (self only), holy smite, lesser restoration; 3/day-divinefavol; greater dispelling; I/day- heal. Caster level 14th; save DC 16 + spell level. Always-active effects can be dispelled, but the victarium can reactivate one every round as a free action. Adrenalin e Boost (Ex): This ability allows the victarium to take one extra partial action during its turn. It may use this ability a number of times per day equal to its Constitution bonus (nine times for an average victarium), but no more than once per round. Righteous Fury (Ex): Once per day, a victarium can enter a righteous state of rage. While raging, it gains a +4 bonus to both Strength and Constitution but takes a - 2 penalty to AC. Its rage lasts for 10 rounds, but it can end the effect sooner if desired. The victarium experiences no fatigue or other ill effects when its righteous fury ends. Outsider Traits: A victarium has darkvision (60-foot range). It cannot be raised or resurrected. Celestial Traits: A victarium can speak with any creature that has a language as though using a tongues spell (caster level 14th, always active). It also has low-light vision and a +4 racial bonus on Fortitude saves against poison.

Chapter Three: Celestials

Arimrawthi Huge Outsider (Good, Lawful) Hit Dice: 20d8+ 120 (210 hp) Initiative: +8 Speed : 30 ft., fly 60 ft. (good) with annor; base 40 ft., fly 80 ft. (good) AC: 36 (- 2 size, + I Dex, + 18 natural, +9 [+ 1 full plate armor]), touch 9, flat-footed 35 Attacks: Gargantuan +3 holy speed greataxe + 3 11 +3 11+26/+21 /+ 16 melee, or Gargantu.an +2 mighty composite longbow (+4 Str bonus) +24/+ 19/+ 14/+9 ranged Damage: Gargantuan +3 holy speed grea/axe 4d6+ 18 plus 2d6 holy/x3, Gargantuan +2 mighty composite longbow (+4 Str bonus) 2d8+6/x3 Face/Reach: lOft. by 10 ft.l l5 .ft. Special Attacks: Death throes, manifest hostility, smite nonbeliever, spell-like abilities, spells, transmuting gaze, vials of wrath Special Qualities: Aura of courage, celestial traits, DR 30/+3, ferocity, immunities (disease, electricity, petrification), outsider traits, rage, regeneration 10, SR 30 Saves: Fort + 18, Ref + 16, Will + 17 Abilities: Str 31 , Dex 18, Con 23, lnt 16, Wis 2 I , Cha 22 Skills: Concentration +29, Craft (armorsmithing) + 15, Craft (weaponsmithing) + 15, Diplomacy +8, Escape Artist + 14, Hide +9, Intimidate +33 , Knowledge (arcana) + 13, Knowledge (the planes) + 13, Listen + 18, Move Silently + 17, Search + 18, Sense Motive +25 , Spellcraft + 16, Spot +23 Feats: Blind-Fight, Cleave, Great Cleave, Improved Initiative, Power Attack, Sunder Climaterrerrain: Any land or underground Organization: Solitary, pair, or wing (4 arimrawthis plus 3d6 astral devas and 5d6 trumpet archons) Challenge Rating: 17 Treasure: No coins, double goods, standard items Alignment: Always lawful good Advancement: 21-40 HD (Huge); 41-60 HD (Gargantuan) The arimrawthis are righteous wrath incarnate. These angels embody the principles of divine justice and retribution, often acting as lieutenants to archangels such as Raguel or Gabriel. At other times, they undertake missions of holy vengeance on behalf of more powerful celestials. Arimrawthis never shirk from an appointed task. An arimrawthi looks every inch like the manifestation of divine wrath. Standing a full 30 feet tall, it has a massively muscular frame . Some have great feathered wings of a color somewhere between pure white and the gray tone of polished steel. Others manifest without wings. Its skin may be any shade from translucent white to deep ebony, and its hair is typically worn short. An arimrawthi is typically clothed in + 1 full plate armor forged by the most skilled craftsmen in the upper realms. The angel 's face always wears an expression of pure fury. Arimrawthis love battle more than anything. Naturally terse and impatient, they grow nearly unbearable unless given some purpose. Although they always show respect to their superiors, these angels avoid the company of most other creatures, preferring instead to spend their time sharpening their combat skills or pacing the halls of palaces in the upper realms, waiting for their next opportunity to utilize their righteous wrath. Arimrawthis speak Celestial, and they are capable of speaking Common, Infernal, Abyssal, and Elven, but they rarely choose to engage creatures that speak any of those languages in dialogue.

I,

• k.

••

_J~

...

t. ' " ~ It

."II ,

I

AI

~

Chapter Three: Celestials Combat While arirnrawthis glory in the thrill of melee combat and prefer it over other forms , they are not stupid- they use their spell-like abilities and spells as the occasion demands. When the battle gets thick, they pour out their via ls of wrath and charge into battle, greataxes drawn. Death Throes (Su): When an arimrawthi dies , it explodes in a flash of light that deals 50 points of holy damage to every creature and object within 100 feet (Reflex DC 26 half). Smite Nonbeliever (Su): Once per day, an arimrawthi can attempt to smite a creature that does not serve the same deity as itself. (An arirnrawthi that serves the celestial host directly may smite any creature of a nongood alignment.) This attack deals an extra 20 points of damage. Should the arirnrawthi accidentally attempt to smite a creature that does share its faith , no extra damage is dealt and that daily use of the ability is wasted. Spell-Like Abilities: At will- bull s strength, dispel magic, endurance, holy smite, invisibility purge, polymorph self, remove curse, teleport without error (self plus 100 pounds of objects only); 3/day- banishment, cure serious wounds, jiame strike, restoration; I/dayblade barrier, dimensional anchor, heal, holy aura, holy word. Caster level 15th; save DC 16 + spell level. Spells: An arirnrawthi can cast divine spells as a 10th-level cleric (spells/day 6/7/6/5/5/4; save DC 15 + spell level). It has access to spells from the Destruction and Good domains. Transmuting Gaze (Su): Once per day, an arimrawthi can activate a devastating gaze attack for I round. Any creature that fails a Fortitude saving throw (DC 26) is turned into a pillar of salt (treat as a petrification effect for the purpose of spells and effects that reverse this condition). A successful save negates the effect. A Medium-size pillar of salt has hardness 3 and 30 hp. A larger pillar has an additional 5 hit points per size category above Medium-size, and a smaller pillar has 5 fewer hit points per size category below Medium-size. Aura of Courage (Su): An arimrawthi is immune to fear (magical or otherwise). Each ally within 30 feet of the angel gains a +4 morale bonus on saving throws against fear effects. Celestial Traits: A arirnrawthi can speak with any creature that has a language as though using a tongues spell (caster level 14th, always active). It also has low-light vision and a +4 racial bonus on Fortitude saves against poison. Ferocity (Ex): An arimrawthi is such a tenacious combatant that it continues to fight without penalty even while disabled or dying (see the Player s Handbook) . Outsider Traits: An arimrawthi has darkvision (60-foot range). It cannot be raised or resurrected. Rage (Ex): Five times per day, an arirnrawthi can enter a screaming blood frenzy. While raging, it gains a +3 morale bonus on Will saves and a +6 bonus to Strength and Constitution. An arirnrawthi can sti ll use skills and abilities that require focus and concentration (such as moving silently or casting spells) while raging. This ability is otherwise similar to a barbarian's greater rage ability. Regeneration (Ex): An arirnrawthi takes normal damage from acid, and also from unholy weapons of at least +3 enhancement.

\

If



Skills: An arimrawthi receives a +4 racial bonus on Intimidate checks .

Vials of Wrath Each arimrawthi has access to seven unique magic items called via ls of wrath, which come into existence when it is born. A vial of wrath is a small crystal bottle filled with red fluid that incites a beneficial rage in the arimrawthi 's allies and a debilitating hostility in its foes. An arimrawthi never carries these vials on its person. Instead, they are stored in an extradimensional space that only that particular arirnrawthi can access. Each arirnrawthi 's space is different, and each stores only its vials. Calling a vial out of the storage space is a free action for the arirnrawthi ; it need only speak the command word and the vial appears in its hand. If the vial leaves the angel's grasp before it can be used, it automatically returns to the extradimensional space. To activate a vial 's effect, the arimrawthi to which it belongs must pour its contents out on the ground as a standard action. When the liquid wrath spills out of the vial, every ally within 60 feet flies into a rage similar to the arirnrawthi 's special ability of the same name, except that the bonus on Will saves is only +2, and the bonus to Strength and Constitution is +4. While raging, affected allies can still use ski lls and abilities that require focus and concentration (such as moving silently or casting spells), just as the arirnrawthi itself can . Allies receiving this benefit are forced to focu s their attacks on enemies of the arimrawthi . Any ally who does not wish to rage may attempt a Will save (DC 26); success negates the entire effect. In addition, every enemy within 60 feet must succeed at a Will save (DC 26) or take a - 2 penalty to Strength and Constitution, a - 2 penalty on Will saves, and a - 2 penalty to AC. An affected opponent also feels tremendous hostility toward the arirnrawthi and must attack it to the exclusion of other enemies. A successful saving throw leaves the enemy unaffected. Vials of wrath are not poured out casually; arimrawthis save them for dire circumstances or crucial battles. As each vial is used, the arimrawthi 's attitude grows more and more dark and angry. An arimrawthi that is down to its last vial quivers with barely suppressed rage. The angel dies at the end of the round in which it pours out its last vial, triggering its death throes ability. But when its demise occurs in this manner, another spectacular event also takes place. Four of its spell-like effects (blade barrier,jiame strike, holy smite, and holy word) automatically activate, even ifit has already used up its daily usage for one or more of them. Each of these effects covers a 60-foot-radius area centered on the arirnrawthi 's position and lasts for only I round.

Chapter Three: Celestials

Bene Ishim Medi um-Size Outsider (Good) Hit Dice: 8d8+8 (44 hp) Initiative: +7 Speed: 40 ft. AC: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18 Attacks: 2 claws + 10 melee, or greatsword + I 01+5 melee Damage: Claw Id6+2, greatsword 2d6+3/ 19- 20 FacelReach: 5 ft. by 5 ft./5 ft . Special Attacks: Combat confusion, spell-like abilities Special Qualities: Celestial traits, DR 101+ I, immunities (electricity, petrification), resistances (acid 10, cold 10, fire 10), outsider traits, shadow blend, SR 18 Saves: Fort +7, Ref +9, Will + II Abilities: Str 15, Dex 17, Con 12, Int 15, Wis 16, Cha 16 Skills: Bluff + 17, Diplomacy + 15, Disguise + 17, Escape Artist + 11 , Hide + 11 , lntimidate +5, Listen + 13, Move Silently + 1I, Read Lips + 10, Sense Motive + 17, Spot + 13 Feats: Alertness, Improved Initiative, Iron Will CIimatelTerrain: Any land or underground Organization: Solitary, pair, or squad (3- 5) Challenge Rating: 7 Treasure: No coins, double goods, standard items Alignment: Always neutral good Advancement: 9- 16 HD (Medium-size); 17- 24 HD (Large) Spies, scouts, and infiltrators of the higher planes, the bene ishim are tasked with learning and defusing the plans of the forces of evil. Their missions take them deep into fiendinfested regions, often pitting them against foes with access to much greater power and numbers than the bene ishim can call upon. These celestials, however, are adept at turning evil against itself. They strive to keep demons and devils warring against one another, turn the servants of evil against their masters, and keep the forces of good out of as many pitched battles as possible. Bene ishim are also quite adept at removing items of power from the hands of evil individuals, cloaking their acquisitions in abjuration magic, and then bringing the stolen devices to other good beings for use or destruction. A bene ishim's body is highly malleable-a fact that makes this celestial particularly well suited for its role in misdirecting the forces of evil. In its normal state, a bene ishim looks like a stereotypical servant of evil. Standing approximately 5 feet tall, it resembles a slender, ruddy human male with dark hair and a clo ely trimmed goatee. Small horns protrude from its forehead. A bene ishim usually wears a cloak of black or crimson and affects as sinister an appearance as possible. Unless confronting a powerful individual who is known to be capable of seeing its true form, a bene ishim usually disguises itself further while on missions, often appearing as a particular sort of demon or devil. Because they move so freely and regularly between planes on their spying and misinformation missions, bene ishim often come into contact with mortal adventurers and other agents of good. Although they seldom reveal their true natures, the bene ishim often subtly direct such groups toward evils that they are capable of defeating. When such a ploy results in an actual victory over evil, the bene ishim try cover the trail of the mortal heroes and pin the blame for the event on one or more unidentified celestials, to prevent the forces of evil from retaliating against the adventurers.

Combat Bene ishim usually strive to avoid combat. Only when their disguises are penetrated or when there is no solution other than a direct attack by the forces of good do these celestial spies resort to physical confrontation. When they do engage in combat, they make crafty antagonists, using their confusion ability, their powers of stealth and disguise, and their other powers in various ruses designed to make evil turn on itself. Even when confronted directly, bene ishim can often avoid combat by relying on their exceptional talent for disguise. Combat Confusion (Su): Any evil creature that attempts to attack a bene ishim must succeed at a Will save (DC 17) or direct the attack against another target instead. Combat confusion is a mind-affecting ability. Spell-Like Abilities: At will-alter self, change self, detect evil. detect magic. invisibility (self only) misdirection; 3/day-confusion. obscure object. sending. Caster level 8th; save DC 13 + spell level. Celestial Traits: A bene ishim can speak with any creature that has a language as though using a tongues spell (caster level 14th, always active). It also has low-light vision and a +4 racial bonus on Fortitude saves against poison. Outsider Traits: A bene ishim has darkvision (60-foot range). It cannot be raised or resurrected. Shadow Blend (Su): In any conditions other than full daylight, a bene ishim can disappear into the shadows, gaining nine-tenths concealment. Artificial illumination-even from a light or continual./fame spell-does not negate this ability, but a daylight spell does . Skills: A bene ishim gains a +6 racial bonus on Bluff, Disguise, and Sense Motive checks.

Chapter Three: Celestials

c;horruia(i\rchon) Medium-Size Outsider (Good) H it Dice: 13d8+52 (llO hp) Initia tive: +11 Speed: 30 ft., fiy 60 ft. (good) AC: 34 (+7 Dex, + 17 natural), touch 17, flat-footed 27 Attacks: +3 keen rapier +22/+ 171+12 melee, or + 1 mighty composite longbow (+4 Str bonus) +21 1 + 161+ II ranged Da mage: +3 keen rapier I d6+ 12/crit 12- 20, + I mighty composite longbow (+4 Str bonus)

Id8+5/x3 Face/R eac h: 5 ft. by 5 ft./5 ft. Special Attacks: Aura of menace, spell-like abilities, spells Special Qualities: Bardic knowledge, bardic music, celestial traits, consummate performer, DR 151 +3, dual vocal chords, immunities (e lectricity, petrification), magic circle against evil, outsider traits, quicken song, SR 26, teleport without error Saves: Fort + 12, Ref + 15 , Will + 13 A bilities: Str 23, Dex 24, Con 19, Int 19, Wis 20, Cha 26 Skills: Bluff +24, Concentration + 16, Decipher Script + I 0, Diplomacy +26, Escape Artist + 15, Gather Lnformation + 18, Hide + 15, Lnnuendo + 13, lntimidate + 10, Knowledge (arcana) + 12, Knowledge (the planes) + 12, Listen + 15 , Move Silently + 15, Perform +28, Sense Motive + 15, Spellcraft + 14, Spot + 15 Feats: Alertness, Improved Critical (rapier), Improved Initiative, Quicken Spell-Like Ability C limatelTerrain : Any land or underground Organization: Solitary or pair C hallen ge Rating: 15 Treasure: Double coins, no goods, standard items Alignm ent: Always good (any) Adva ncement: 14-21 HD (Large); 23- 39 HD (Huge) The choralia, archons from the upper realm s, are thought to be the most gifted musicians in existence. Some scholars speculate that these bardic angels once taught mortals the art of music, while others say these archons are the physical embodiments of music itse lf. The truth remains a mystery, even to the choralia. Unlike most of their celestial brethren, the choralia don't appear all that angelic. Each stands a mere 5 feet tall but appears to weigh about 300 pounds. Its ruddy skin stands in stark contrast to its pale hair. A choralia sports no wings, and although it can fl y as gracefully as any solar if the need arises, it prefers to walk. A typical choralia wears simple robes si milar to those of a monastic order. It sings or hums constantly and tends to mix snatches of song into its conversation. These plump and jolly angels radiate feelin gs of joviality and pleasure, but they are not to be trifled with. Though they are fierce warriors and potent spellcasters, the most powerful weapon these celestials wield is their music. Choralia are capable of using any musical instrument in existence, and their vocal range is unmatched by any other creature. Furthermore, each choralia can sing two melodies at once, thanks to its dual set of vocal chords. Legend holds that in ancient times, some choralia could produce all the sounds ofa symphony orchestra from their bodies while singing multipart harmony. Choralia speak Celestial, Common, Draconi c, Dwarven, and Gnome.

Combat Choralia seem to flow into combat as easily as one note slides into the next in a song. Since each angel sings a nearly nonstop string of melody all the time, it's difficult to tell when the casual song ends and the battle song begins. Whenever choralia enter combat, they first use their dual vocal chords to double their bardic music capabilities. While doing so, they typicall y fly into the air so that they can follow up with spells or bowfire. When challenged to melee combat, they joyfully draws their rapiers and charge, singing a martial battle cry as they go. Aura of Menace (S u): A righteous aura surrounds any choralia that fights or becomes angry. Each hostile creature within a 20-foot radius of the angel must succeed at a Will save (DC 24) or take a - 2 penalty on attacks roll , AC, and saves for one day or until it successfully hits the choralia generating the aura. A creature that has resisted or broken the effect cannot be affected again by that choralia's aura for one day.

Chapter Three: Celestials SpelJ-Like Abilities: At will-detect evil, discern lies, hypnotism, prayer, sculpt sound, sending, sound burst; 3/day-emotion, healing circle, mass charm, restoration; IIday- dominate monster, greater dispelling, repulsion, shout, true seeing, word of recall. Caster level 14th; save DC 18 + spell level. SpelJs: A choralia can cast arcane spells as a 15th-level bard (spells known 6/4/4/4/4/3; spells/day 4/6/5/5/5/3; save DC 18 + spell level). Bardic Knowledge (Ex): A choralia can use the bardic knowledge ability as a 20th-level bard. Bardic Music (Su): A choralia can use bardic music abilities as a 20th-level bard. Furthermore, when using its dual vocal chords ability, it can employ bardic music effects twice per round (see below). Celestial Traits: A choralia can speak with any creature that has a language as though using a tongues spell (caster level 14th, always active). It also has low-light vision and a +4 racial bonus on Fortitude saves aga inst poison. Consummate Performer (Su): A choralia can automatically play any instrument or sing any part of a vocal piece after either studying the instrument or music for I round or listening to the music performed for I minute. Dual Vocal Chords (Su): Each choralia has two sets of vocal chords. This unique anatomical feature enables it to harmonize with itself, possibly while playing an instrument, and to use its bardic music ability twice per round. A choralia can choose to produce the same bardic music effect twice in a round (two uses of the countersong ability, for example) or use two different bardic music abilities (such as fasci nate and suggestion) in the same round. This use of the dual vocal chords ability is a full-round action, but the choral ia can maintain both bardic music effects as a free action each round thereafter, up to the duration of the individual effects (for example, countersong can sti ll be maintained for only 10 rounds). The choralia can use its quicken song abi lity (see below) on only one bardic music effect per round; activating the second requires a standard action. Therefore, a choralia typically begins combat with one quickened bardic music effect and one standard action. The following round, it quickens another bardic music effect and takes another standard action. Thereafter, it can maintain both bardic music effects until they independently expire. Magic Circle against Evil (Su): A choralia is always surrounded by an effect that functions like the magic circle against evil spell (caster level equal to the choralia 's Hit Dice). The effect can be dispelled, but the choralia can create it again during its next tum as a free action. The defensive benefits of the magic circle are not included in the statistics above. Outsider Traits: A choralia has darkvision (60-foot range). It cannot be raised or resurrected. Quicken Song (Su): Once per round, a choralia can activate a bardic music ability as a free action. Furthermore, it can use this ability in the same round as it uses its Quicken Spell-Like Ability feat, quickening both one bardic music effect and one spell-like ability per round. Otherwise, it is limited to one free action that involves activating an ability per round. Teleport without Error (Su): At will, a choralia can produce an effect similar to that of the teleport without error spell (caster level 14th), except that the angel can transport only itself and up to 50 pounds of objects. SkiJls: A choralia receives a +4 racial bonus on Perform checks.

t· " tu

.,«:

.'1 ' . ~

".

'f~

,

I

I

, I

Ebeith...Ebeil Medium-Size Outsider (Chaotic, Good) Hit Dice: 6d8+ 12 (39 hp) Initiative: +2 Speed: 30 ft. AC: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17 Attacks: Huge greatsword +9/+4 melee Damage: Huge greatsword 2d8+4/ 19- 20 FacefReach: 5 ft. by 5 ft./5 ft. Special Attacks: Inspire, spell-like abilities Special Qualities: Bless, celestial traits, DR 10/+ I, immunities (electricity, petrification), outsider traits, oversize weapon handling, resistances (acid 5, cold 5), SR 16 Saves: Fort +7, Ref +7, Will +7 Abilities: Str 16, Dex 14, Con IS , lnt ll , Wis IS , Cha 14 Skills: Diplomacy + 12, Knowledge (any two) +8, Listen + I 0, Sense Motive + 10, Spot + 10 Feats: Cleave, Power Attack ClimatelTerrain: Any land or underground Organization: Solitary, pair, or sq uad (3- 5) ChalJenge Rating: 5 Treasure: No coins, double goods, standard items Alignment: Always chaotic good Advancement: 7- 12 HD (Medium-size); 13- 18 HD (Large) Often described as warrior 's muses, ebeith-ebeils inspire mortal and celestial warriors alike to new heights of battle prowess. These angels whisper praises to bolster lagging faith and persuade reluctant champions of good to undertake new perils by telling tales of epic battles. Occasionally, they even bestow weapons of power on exceptionally accomplished heroes to aid them in upcoming battles. Because their

Chapter Three: Celestials primary role is one of inspiration rather than direct confrontation, ebeith-ebeils often appear in mortal realms before, rather than during, important confrontations or moments of choice in an individual's life. When they do appear, they seldom remain long. Nevertheless, those they inspire typica lly count such meetings among the turning points of their lives. Upon cursory inspection, an ebeith-ebeil could pass as a beautiful human woman. It wears a long, brilliantly white cloak over a silvery gown, and delicate silver and gold jewelry adorns its wrists, neck, and fingers. Although only slightly taller than the average mortal woman, an ebeith-ebeil carries an immense silver sword. Though a larger creature such as an ogre or giant would need two hands to wield such a massive weapon, the ebeith-ebeil twirls it effortlessly in one hand during battle.

, ,

••

~'t

1..1. " ~ ," t

'.

Although there are far mightier servants of good, few are more involved in the affairs of mortals than ebeith-ebeils. These angels work tirelessly • ~ .... ~ .. ~. to help mortals avoid temptation, rise above their perceived limits, and make choices that inspire other creatures to take the path of good, however difficult it might be. Much is made of evil beings that deal in the temptation and seduction of good creatures, but ebeithebeils are, in their own way, just as effective at inspiring evil or selfish creatures to rise above their past choices and join the fo rces of good.

Combat Although their primary role involves inspiring others to fight against evil, ebeith-ebeils gladly enter combat themselves whenever they see an opportunity to prevail over those they know to be evil. Ebeith-ebeils are intelligent and aware enough to realize that many demons, devils, and other servants of evil are more powerful than themselves, and their willingness to fight does not make -'S.fJ. E'/1X. them foolhardy enough to engage foes that obviously outmatch them. But when faced with opponents they believe they can defeat, ebeithebeils are ruthless, determined warriors. Ebeith-ebeils prefer melee combat. When they decide to engage the enemy directly, they typically set an example for the forces of good by appearing wherever the fighting is thickest, swinging their massi ve blades rapidly and with surprising grace. When fighting in larger confrontations, ebeith-ebeils make good use of their bless ability, striding across the battlefield from foe to foe and blessing their allies each round as they move. Inspire (Su): Once per day, as a full-round action, an ebeith-ebeil can inspire one good creature within 30 feet , granting it the benefits of the sublime template (see Appendix II: Templates) for one hour. A target that does not wish to receive this benefit may attempt a Will saving throw (DC 15) to negate the effect. Spell-Like Abilities: 3/day-aid, cure moderate wounds, divineJavor, true strike. Caster level 6th; save DC 12 + spell level.

Bless (Sp): Once per round, an ebeith-ebeil can produce a quickened bless effect as a free action. This ability otherwise function s like the spell of the same name (caster level 6th). Celestial Traits: An ebeith-ebeil can speak with any creature that has a language as though using a tongues spell (caster level 14th, always active). It also has low-light vision and a +4 racial bonus on Fortitude saves against poison. Outsider Traits: A ebeith-ebeil has darkvision (60-foot range). It cannot be raised or resurrected. Oversize Weapon Handling (Ex): An ebeith-ebeil can treat any weapon as though it were two size categories smaller than it actually is for the purpose of wielding it.

Chapter Three: Celestials

Eternal Huge Outsider (Good, Incorporeal) Hit Dice: 25d8+ 175 (287 hp) Initiative: + 17 Speed: Fly 90 ft. (perfect) AC: 32 (- 2 size, + 13 Dex, + II deflection), touch 32, flat-footed 19 Attacks: 2 divine fire tendrils +35 melee touch Damage: Divine fire tendril IOd6 holy FaceIReach: lOft. by 10 ft.l l5 ft. Special Attacks: Aura of menace, aura of might, divine fire , quickened spell-like abilities, spell-like abilities Special Qualities: Air mastery, all-around vision, celestial traits, DR 40/+5, immunities (electricity, fire, petrification), incorporeal subtype, magic circle against evil, outsider traits, resistances (acid 20, cold 20), spell absorption, SR 35 Saves: Fort +21 , Ref +27, Will +24 Abilities: Str - , Dex 36, Con 24, Int 26, Wis 26, Cha 32 Skills: Animal Empathy +36, Concentration +32, Diplomacy +40, Hide +33 , Knowledge (any eight) +33, Listen +35, Move Silently +38, Search + 12, Sense Motive +33 , Spot +36 Feats: Alertness, Combat Reflexes, Dodge, improved Initiative, Iron Will, Mobility, Spring Attack Climate/Terrain: Any land or underground Organization : Solitary, pair, or squad (3- 5) Challenge Rating: 20 Treasure: None Alignment: Always neutral good Advancement: 26-50 HD (Huge); 51 - 75 HD (Gargantuan) Eternals are such pure embodiments of virtue that they are almost outside morality. Only the most powerful champions of good and the most learned sages even know of their existence. The mighty eternals ring the homes of the Lords of Good, providing protection and support, and they rarely journey beyond those sanctified places. It is said that the eternals were ordered long ago by those same gods to hold themselves in reserve for one great struggle that is yet to come. Whether or not such a specific trial awaits them, the eternals are willing to act whenever the need is great. An eternal resembles a glowing golden cluster of twelve wings. Its very body radiates power, light, and purity, and few can stand within the radiance of its presence without being moved. An eternal is never still, and it rarely even touches the ground, preferring to remain in constant flight. Its wings shed brilliant light and reflect the light given off by its other wings, so its body is never in shadow. When accompanied by other powerful celestials such as solars or planetars, etemals usually let their companions speak on behalf of the celestial host. They are often found in the retinues of high-ranking angels on mighty missions- three eternals hovered beside the archangellblis when he put down the uprising of the Divs (see malakim on page 43, and Appendix I: Archange[s). But although they supported his missions as an archangel, these eternals did not fall with Iblis, as some of his followers did. In fact, of all the celestial kinds, only the eternals and the malakim have never had any of their number fall into evil.

Combat it is a rare and powerful foe that can even harm an eternal, much less triumph against one. Even one eternal is enough to rout whole armies of evil creatures. But although they easily rank among the most powerful celestials, etemals typically remain apart from the celestial host. On rare occasions they accompany celestial armies, serving as advisors and powerful behind-the-scenes spellcasters rather than as captains and generals. Only when an evil individual of great power takes the field does an eternal seek open combat. Etemals have fought dukes of Hell, great demon lords, and other powerful champions of evil. [n a few cases, these paragons of goodness have directly opposed evil deities and their avatars on the field of battle. When moved to combat, etemals are direct and merciless. Because they are wise and perceptive beyond mortal understanding, eternals make universally optimum choices in battle, destroying the most dangerous foes quickly, working effectively with all ies and underlings,

Chapter Three: Celestials and anticipating enemy tactics with great accuracy. The most straightforward attack employed by eternals in combat involves striking with tendrils of divine fire at the most powerful evil creature present while simultaneously using their quickened spell-like abilities to destroy mUltiple lesser foes. Aura of Menace (S u): A righteous aura surrounds any eternal that fights or becomes angry. Each hostile creature within a 20-foot radius of the eternal must succeed at a Will save (DC 33) or take a - 2 penalty on attacks rolls, AC, and saves for one day or until it successfully hits the eternal generating the aura. A creature that has resisted or broken the effect cannot be affected again by that eternal's aura for one day. Aura of Might (Su): The very presence of an eternal strikes terror into the hearts of its enemies. Any opponent must make a successful Will save (DC 33) or be unable to attack the eternal with a melee weapon. Divine Fire (Su): An eternal 's primary attack is its divine fire. A successful melee touch attack with a tendril of divine fire deals IOd6 points of holy damage. The eternal 's tendrils act as ghost touch weapons against both corporeal and ethereal creatures. Quickened Spell-Like Abilities: At will- break enchantment, greater dispelling (usable as a counterspell if desired ), jireball, healing circle, lightning bolt, searing light; 3/day- /reedom o/movement, invisibility purge. Caster level 6th; save DC 2 1 + spell level. These abilities function like the quickened spells of the same names. Once per round, an eternal can use anyone of the spell-like abilities given above as a free action, assuming that it has not yet used up its daily uses of the selected ability. The eternal is limited to one quickened ability per round. If it so chooses, the eternal may also use any of the above abilities without the quickening effect, as a standard action for the round. Spell-Like Abilities: Always active- detect magic, detect snares and pits, discern lies, see invisibility, true seeing; at will- aid, bless, commune, dimensional anchor, etherealness, greater scrying, holy smite, improved invisibility (self only), plane shift, resist elements; 3/da y-heal, power word blind, power word stun, prismatic spray, resurrection. Caster level 20th; save DC 21 + spell level. Always-active effects can be dispelled, but the eternal can reactivate each as a free action, although doing so counts against its limit of one quickened spell-like ability per round. Air Mastery (Ex): Any airborne creature suffers a - I penalty on attack and damage rolls made agai nst an eternal. All-Around Vision (Ex): An eternal can see in all directions at once. Because of this, it gains a +4 racial bonus on Search and Spot checks, and it cannot be flanked. Celestial Traits: An eternal can speak with any creature that has a language as though using a tongues spell (caster level 14th, always active) . It also has low-light vision and a +4 racial bonus on Fortitude saves against poison. Incorporeal Subtype: An eternal can be harmed only by other incorporeal creatures, + I or better magic weapons, spells, spell-l ike abil ities, and supernatural abi lities. The creature has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. An eternal can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An eternal always moves silently and cannot be heard with Listen checks ifit doesn 't wish to be. M agic Circle against Evil (Su): An eternal is always surrounded by an effect that functio ns like the magic circle against evil spell (caster level 20th). The effect can be dispelled, but the eternal can create it again during its next turn as a free action, although doing so counts against its limit of one qui ckened ability per round. The defensive benefits of the magic circle are not included in the statistics above. Outsider Traits: An eternal has darkvi sion (60-foot range). It cannot be rai sed or resurrected. Spell Absorption (Ex): Whenever a spell fails to beat an eternal's spell resi stance, the creature gains hit points equal to the level of the spell. These hit points are first applied to healing any damage that the eternal has taken. Any leftover hit points are treated as temporary hit points, which expi re after I minute.

The Hallowed The hallowed are celestials especially created to lead creatures who have committed evil deeds back to the path of virtue. After the fall and punishment of the archangellblis (see Appendix I: Archangels), the Lords of Good realized that mortals and celestials alike needed a path to redemption. Knowing that even the purest creatures are occasionally tempted to sin, the Lords of Good created the hallowed to notify creatures when they begin to stray form goodness, point out the foll y of evil deeds, j udge and sentence those who have transgressed, and provide a way to win back the favor of the Lords of Good.

Combat Like most good creatures, the hallowed try to avoid combat if possible, but their very purpose puts them into contact and conflict with a host of foes , ranging from good creatures starting to go wrong to powerful fiends and devils so dedicated to evil that there is little hope of redemption. When combat is upon them, the hallowed attempt to subdue any foes that they know they can best. When faced with truly evi l foes unlikely to be redeemed, the hallowed make every attempt to destroy them quickJy and efficiently. T he Path of Redemption (Su): When a creature voluntarily agrees that it has strayed from the path of righteousness and wishes to repent, a hallowed can summon the next most powerful kind of hallowed to move the creature along the path to redemption. Hallowed accusers summon witnesses, who summon j udges, who summon penitents. Each such summoning requires a full-round action, and the

Chapter Three: Celestials summoned creature remains in the area for up to one hour before returning to its home. This summoning otherwise functions like other summoning abilities, except that summoned hallowed can summon the next most powerful hallowed if the repenting creature wishes to continue on the path to redemption .

Hallowed Accuser Small Outsider (Good, Lawful) Hit Dice: 4d8+4 (22 hp) Initiative: +7 Speed: Fly 40 ft. (good) AC: 18 (+ 1 size, +3 Dex, +4 natural), touch 14, flat-footed 15 Attacks: 2 slams +8 melee Damage: Slam Id4-1 FacelReach: 5 ft. by 5 ft./5 ft. Special Attacks: Aura of innocence, voices of the wronged Special Qualities: Celestial traits, DR 5/+ I, immunities (electricity, petrification), outsider traits, SR 15 Saves: Fort +5, Ref +7, Will +5 Abilities: Str 8, Dex 17, Con 13, Int 12, Wis 13, Cha 14 Skills: Diplomacy +4, Hide + 13, Knowledge (any two) +7, Listen +7, Sense Motive +7, Spot +7 Feats: Improved Initiative, Weapon Finesse (slam)

ClimatelTerrain: Any land or underground Organization: Solitary, pair, or squad (3- 5) Challenge Rating: 3 Treasure: No coins, double goods, standard items Alignment: Always lawful good Advancement: 5- 8 HD (Small); 9- 12 HD (Medium-size) Hallowed accusers constitute the first step on the path to redemption. Though less powerful than others of their ilk, they are still an important part of the celestial hierarchy. Their task is one that many good creatures find unpleasant--confronting wrongdoers with evidence of their crimes. Sometimes this duty involves helping to prove the guilt of the irredeemable; at other times it means showing a good or neutral creature how its actions affect a larger group for ill. Once the creature knows its crime, the hallowed accuser must begin to show what might be done to atone for the evil deeds in question. Of the many servants of the higher planes that resemble humanoid children, only the hallowed accuser regularly seeks confrontations with mortals. Each of these spirits of justified accusation resembles a white-robed human boy with wide blue eyes and wispy blond hair. Few see its true visage however, because any creature that looks at a hallowed accuser sees the image of a good creature that it has wronged or made to suffer. Although an accuser never speaks, the guilty cannot help but hear those they have wronged imploring them to be merciful. Despite the effectiveness with which they fulfill their appointed task, few hallowed accusers relish the thought of presenting a creature with its crimes. As the guilty creature hears the cries of its victims, so too does the accuser. This effect serves to keep the accuser focused on protecting those who cannot protect themselves, but it also causes the celestial great discomfort and turmoil. Because they have so often heard the cries of good folk in pain or danger, hallowed accusers are particularly hardened against the temptations of evil. This very resilience and dedication to good, however, often drives evil fiends to seek out accusers and attempt to seduce them to evil.

Combat A hallowed accuser can be surprisingly aggressive in combat, moving among its enemies to make maximum use of its voices of the wronged ability and trusting its aura of innocence to protect it against at least some of the dangers presented by such bold tactics. When confronting spellcasters or creatures with dangerous area attacks, hallowed accusers are careful to stand close together, so that the opponent must make multiple saving throws to overcome their auras of innocence. When confronted by mindless creatures or by opponents they know cannot easily be affected by their supernatural powers, hallowed accusers are much more cautious. In such situations, they revert to more typical celestial tactics, such as flanking and defensive fighting. When confronted by any foe that shows serious resistance to their powers of innocence and accusation, hallowed accusers are likely to flee or seek aid from a more powerful good creature. Aura ofInnocence (Su): A hallowed accuser has such an aura of innocence and purity that it takes an act of willpower to harm it. Any creature attempting to attack a hallowed accuser or cast a harmful spell that might affect it must make a successful Will saving throw (DC 14) to do so. Failure indicates that the opponent must attack another target or cast the spell so that there is no possibility of harming the hallowed accuser. This ability is always in effect. It can be dispelled, but the accuser can reinstate it as a free action.

~

I

,• II

Chapter Three: Celestials Voices of the Wronged (Su): As a free action once per round, a hallowed accuser can cause all Intelligent creatures within 30 feet to hear the cries of those creatures that they have unfairly wronged. Every creature within the area must make a Will saving throw (DC 14) or become panicked. Success leaves a creature with 6 or more Hit Dice unaffected, but a creature with fewer Hit Dice is still shaken. Celestial Traits: A hallowed accuser can speak with any creature that has a language as though using a tongues spell (caster level 14th, always active). It also has low-light vision and a +4 racial bonus on Fortitude saves against poison . O utsider Traits: A hallowed accuser has darkvision (60-foot range). It cannot be raised or resurrected.

Hallowed Witness Medium-Size Outsider (Good, Lawful) Hit Dice: 8d8+ 16 (S2 hp) Initiative: +2 Speed: Fly 60 ft. (good) AC: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18 Attacks: 2 wings +9 melee Damage: Wing I d8+ 1 FaceIReach: S ft. by S ft./S ft. Special Attacks: Confessing gaze, visions of guilt Special Qualities: Celestial traits, DR 10/+ I, immunities (electricity, petrification), outsider traits, resistances (acid 20, cold 20), SR 18, true seeing Saves : Fort +8, Ref +8, Will +7 Abilities : Str 13, Dex 14, Con IS, lnt 16, Wis 13, Cha 12 Skills: Diplomacy +3, Knowledge (any ten) + II , Sense Motive +9 Feats: Dodge, Mobility, Spring Attack Climaterrerrain: Any land or underground Organization : Solitary, pair, or squad (3- S) C haUenge Rating: 6 Treasure: No coins, double goods, standard items Alignment: Always lawful good Advancement: 9- 16 HD (Large); 17- 24 HD (Huge) Hallowed witnesses represent the second step on the path to redemption. As the name suggests, these celestials exist to show creatures which of their deeds the Lords of Goods deem evil. In some cases, the list is long and clear, but when it comes to mortals- those beings with the most ability to make their own choices between good and evil- subtleties of morality and belief can confuse even the most well-meaning individuals. These are the cases in which hallowed witnesses are most valuable because they provide a way for repentant individuals to learn about their misdeeds. Many symbols of wisdom and truth are inspired by the appearance of the hallowed witness. This servant of good resembles a great, fourwinged, homed owl. Its feathers range from gray to dark brown, and these variations in color often form pleasing patterns of stripes or concentric circles. Each of a hallowed witness 's wings has two joints along its length, which provide great strength and maneuverability in flight. But few mortals remember much more than the creature's eyes, for its gaze carries the weight of truth and imparts a certainty that no sin goes unnoticed. The hallowed witnesses were brought into being in the instant that the Divs fell (see Appendix I: Archangels). Their creation was an acknowledgement by the Lords of Good that something must be done to prevent the gradua l corrosion of sentient creatures' souls by the forces of evil. Although they were the first of the hallowed, the witnesses ' powers were too limited to offer creatures who had already fallen from virtue a way to redeem themselves. It was not until the fall oflblis, the archangel who had put down the Div uprising, that the Lords of Good constructed a complete path ofredemption by creating the rest of the. hallowed.

Combat Like other celestials, hallowed witnesses do not relish combat. They know, however, that they sometimes face too many evil creatures to avoid it entirely. 10 battle, hallowed witnesses attempt to split their attacks among as many foes as possible. Unlike other celestials, who tend to concentrate all their attacks on one foe until it is defeated, hallowed witnesses know that they can keep a relatively large number of foes out of the combat with their visions of guilt ability. When confronting mindless opponents or foes to powerful to be affected by their incapacitating touch attacks, hallowed witnesses revert to the grim efficiency of other celestials.

Chapter Three: Celestials Confessing Gaze (S u): The gaze of a hallowed witness makes other creatures doubt themselves by forcing them to realize their sins. Anyone within 30 feet of a hallowed witness who meets its knowing gaze must succeed at a Will saving throw (DC 15) or take a -4 morale penalty on Will saves for the next 2d6 rounds. Visions of Guilt (Su): Any creature touched by a hallowed witness (or hit by one of its natural weapons) must succeed at a Will save (DC IS) or be dazed for Id4 rounds while its evil deeds, beginning with the most recent, replay themselves over and over again in its mind. Visions of guilt is a mind-affecting ability. Celestial Traits: A hallowed witness can speak with any creature that has a language as though using a tongues spell (caster level 14th, always active). It also has low-light vision and a +4 racial bonus on Fortitude saves aga inst poison . Outsider Traits: A hallowed witness has darkvision (60-foot range). It cannot be raised or resurrected. True Seeing (Ex): This ability functions like the divine version of the true seeing spell (caster level 20th), except that it is always active, cannot be dispelled, and does not go away in an antimagic field.

Hallowed Judge Large Outsider (Good, Lawful) Hit Dice: IOd8+40 (85 hp) Initiative: +2 Speed: 40 ft. AC: 23 (- I size, +2 Dex, + 12 natural), touch II , flat-footed 21 Attacks : Huge +3 quarterstajf + 19/+ 14 melee Damage: Huge +3 quarterstajfld8+13 plus paralysis FaceIReach: 5 ft. by 10 ft.! 10 ft. Special Attacks: Paralysis, spell-like abilities, zone of j udgment Special Qualities: Celestial traits, DR 10/+2, immunities (electricity, illusion, petrification), outsider traits, resistances (acid 10, cold 10), SR 21 Saves: Fort + II , Ref +9, Will + 12 Abilities: Str 24, Dex 15, Con 18, Int 14, Wis 21 , Cha 19 Skills: Climb + 17, Diplomacy +6, Jump + 17, Knowledge (any five) + 12, Listen + 15, Sense Motive + 15, Spot + 15 Feats: Cleave, Power Attack, Sunder ClimatelTerrain : Any land or underground Organization : Solitary, pair, or squad (3- 5) C haUenge Rating: 9 Treasure: No coins, double goods, standard items Alignment: Always lawful good Advancement: 11 - 20 HD (Large); 21 - 30 HD (Huge) Hallowed judges represent the third step on the road to redemption. Their task is to determine guilt or innocence and pronounce sentence on evildoers. In most cases, the judgment is guilt and the sentence is redemption by the more powerful hallowed penitent, but variations do occur. Created to find the truth, hallowed j udges are extremely difficult to deceive, and those attempting to do so always find the judge's "sentences" harsher than do those who accept its j udgment with more reserve and honesty. Wrapped in an air of mystery that is unusual for a servant of good, a hallowed judge is a tall, nearly featureless humanoid shrouded from head to toe in gray robes. Its long, flowing sleeves and deep enveloping hood shield all of its fles h from sight. When it grips its staff of judgment, the same sleeves that conceal its hands wrap around the staff and hide much of it as well. In truth, these robes are as much a part of the judge as the flesh underneath, for they help the creature maintain the anonymity necessary to deliver an equitable judgment. Although they appear featureless and remorseless, the hallowed judges are greatly concerned with the fates of mortals and celestials alike. Thus, they take great pains to root out deception and evil in their early stages, and to prevent poor choices from leading an otherwise good creature into a harsher encounter with a judge in the future. Whenever possible, hallowed judges seek to explain their actions to creatures that they must sentence, and they always prefer reasoning to open confrontation. Nevertheless, hallowed judges know that creatures with evil or deceptive natures usually seek to avoid punishment and redemption, and they have no tolerance for those who attempt to avoid their j ust fates .

Chapter Three: Celestials Combat In combat, a hallowed judge typically tries to isolate the strongest evil opponent and trap it within a zone of judgment. If it is unable to do so, the hallowed judge still fights intelligently, flanking with other celestials whenever possible and using its holy smite ability to blind groups of lesser evil foes. Hallowed judges feel it is their duty to protect weaker good creatures from harm, so they almost always position themselves between such creatures and any opponents present. Pa ralys is (Ex): Any creature hit by a hallowed judge's melee weapon attack must succeed at a Fortitude saving throw (DC 19) or be paralyzed for I d6 rounds. Spell-Like Abilities: At will-analyze dweomer. detect evil, detect magic. discern lies. legend lore. see invisible. true seeing. zone of truth; 3/day-cure moderate wounds. holy smite. Caster level 10th; save DC 14 + spell level. Zo ne of Judgment (S u): Once per day, a hallowed judge can create a zone of judgment with a I O-foot radius, centered on itself. Only one other creature may be within the area at the time the zone is formed; otherwise the attempt fails and the daily use is wasted. Other creatures attempting to enter this area are affected as ifby a repulsion spell (caster level 20th; save DC 19). Neither the judge nor the target creature can leave this area for 10 rounds, or until the judge dismisses the effect (as a standard action). If the target creature is evil, the hallowed judge deals an additional 2d6 points of holy damage with each successful melee attack against it while in the zone. In addition, the hallowed judge can use all its spell-like abilities as free actions within this area, although it is limited to one such free action per round. Celestial Traits: A hallowed judge can speak with any creature that has a language as though using a tongues spell (caster level 14th, always active). It also has low-light vision and a +4 racial bonus on Fortitude saves against poison. Outsider Traits: A hallowed judge has darkvision (60-foot range). It cannot be raised or resurrected.

Hallowed Penitent La r ge Outsider (Good, Incorporeal, Lawful) Hit Dice: IOd8+20 (65 hp) Initiative: +9 Speed: Fly 60 ft. (perfect) AC: 17 (- I size, +5 Dex, +3 deflection), touch 17, flatfooted 12 Attacks: Incorporeal touch + 14 melee Damage: Incorporeal touch paralysis Face/Reac h: 10 ft. by 10 ft .1 10 ft. Special Attacks: Engulf, paralysis, torrent of retribution Special Qualities: Celestial traits, DR 10/+3, immunities (e lectricity, petrification), incorporeal subtype, outsider traits, resistances (acid 20, cold 20), SR 24 Saves : Fort +9, Ref + 12, Will + 12 Abilities: Str -, Dex 20, Con IS, Int IS, W1s 16, Cha 17 Skills: Diplomacy +5, Hide + II, Knowledge (any five) + 12, Listen + IS, Move Si lently + IS, Sense Motive + 13, Spot + IS Feats: Alertness, Improved Initiative, Lron Will Climaterrerrain: Any land or underground Organization : Solitary, pair, or squad (3- 5) C hallenge Rating: 12 Treasure: None Alignment: Always lawful good Advancement: 11 - 20 HD (Large); 21 - 30 HD (Huge) The greatest of the hallowed and the last step on the path to redemption, hallowed penitents embody the twin ideals of fo rgiveness and j ust punishment. These celestials travel the planes, often summoned by hallowed judges to mete out justice or to give a repenting creature a righteous path through which it can atone for its sins. Hallowed penitents usually remain aloof from the rest of the celestial host, much like the other hallowed, and even the purest celestials fear being brought into the presence of a hallowed penitent to atone for some transgression. A hallowed penitent has no true form , but it usually resembles a translucent whirlwind of electricity and sacred fire. Mortals looking upon it often see images of themselves in the middle of this vortex, writhing in the purging flame. As the penitent moves close to a solid surface, sparks and tiny arcs of electricity brush along its surface, making it appear to emerge from the ground, wall, or whatever surface it is near. Whenever the penitent wishes to appear less foreboding (when imparting a few final words of wisdom to a newly redeemed creature, for example), it pulls much of the fire and electricity into itself so that it looks more like a benign source of radiance than a torrent of holy energy.

Chapter Three: Celestials Although there are certainly more powerful celestials, few have done as much to bring wayward creatures and evildoers back to the side of good as the hallowed penitents. The torrent of retribution that they use to change the ways of wrongdoers is justly feared among the forces of evil. But even though they are tasked with the just punishment of many creatures, hallowed penitents are not cruel. They may allow a creature that has committed only minor sins to atone through less painful means, provided they are certain that it really intends to correct its ways.

Combat [n combat, a hallowed penitent attempts to isolate and incapacitate opponents so that it can offer them a chance to be redeemed rather than simply destroying them. Like most celestials, however, hallowed penitents are quite intell igent, and they are adept at determining which foes are too steeped in evil ever to seek redemption. Though demons, devils, and other evil outsiders may be offered the chance to tum to the side of good, few ever do so, and hallowed penitents do not hesitate to destroy the ones who do not truly want redemption. Engulf (Ex) : A hallowed penitent can simply move over a single creature up to one size category smaller than itself as a standard action. The target can make either an attack of opportunity against the hallowed penitent or a Reflex save (DC 17) to avoid being engu lfed . A successful saving throw indicates that the target has been pushed back or aside (target's cboice) as the hallowed penitent moves forward. An engulfed creature is considered grappled and trapped within the hallowed penitent's body and is subject to the penitent's paralysis and torrent of retribution abilities on that round and every round thereafter that it remains trapped. The penitent can expel a trapped creature as a standard action. This attack affects only one creature at a time. [f a penitent successfully engulfs a new creature before expelling one that was already trapped, the old prisoner is pushed out of its body to make room for the new one. Paralysis (Ex): A creature hit by a hallowed penitent's incorporeal touch attack must succeed at a Fortitude saving throw (DC 17) or be paralyzed for I d6 rounds. Torrent of Retribution (Su): An evil creature trapped within the body of a hallowed penitent experiences almost unbearable pain in retribution for its wrongdoing. Each round that it remains trapped, it must make a choice between the following options: I) Take 5d6 points of holy damage. 2) Voluntari ly change the evil component of its alignment to good, receive the benefit of an atonement spell, and adopt the reforged template (see Appendix U: Templates). Should the creature choose the latter option, it is expelled from the penitent's body when the celestial is satisfied that the al ignment change is done. The penitent then directs the creature to a reforging site to complete its promise. Good and neutral creatures do not take damage from this abil ity, although they can choose to receive the atonement, and neutral creatures can choose to become good. Celestial Traits: A hallowed penitent can speak with any creature that has a language as though using a tongues spell (caster level 14th, always active). It also has low-light vision and a +4 racial bonus on Fortitude saves against poison. Incorporeal Subtype: A hallowed penitent can be harmed only by other incorporeal creatures, + 1 or better magic weapons, spells, spelllike abilities, and supernatural abilities. The creature has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A hallowed penitent can pass througb solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. A hallowed penitent always moves silently and cannot be heard with Listen checks if it doesn 't wish to be. Outsider Traits: A hallowed penitent has darkvision (60-foot range). It cannot be raised or resurrected.

Inferity Small Outsider (Fir e, Good) Hit Dice: 8d8+ 16 (52 hp) Initiative: +4 Speed : 20 ft., fly 40 ft . (good) AC: 22 (+ 1 size, +4 Dex, +5 natural , +2 leather armor), touch 15 , flat-footed 18 Attacks: Dagger +9/+4 melee and dagger +9 melee, or mighty composite shortbow (+2 Str bonus) +13/+8 ranged Damage: Dagger I d4+2/ 19- 20, dagger Id4+ 11 19- 20, mighty composite shortbow (+2 Str bonus) I d6+2/x3 FacelReach: 5 ft. by 5 ft./5 ft. Special Attacks: Meteoric strike, spell-like abilities Special Qualities: Celestial traits, DR 5/+ I, fire subtype, flame weapon, immunities (electricity, fire , petrification), outsider traits Saves: Fort +8, Ref + I 0, Will +6 Abilities: Str 15, Dex 19, Con 15, Int 12, Wis 10, Cha 14 Skills: Concentration + 13, Escape Artist + 15, Hide + 19, Intimidate +8, Listen + 11 , Move Silently + 15 , Spot + 11 Feats: Ambidexterity, Quick Draw, Two-Weapon Fighting Climate/Terrain : Any land and underground O rga nization: Solitary, wing (4--12), or squadron (15-40) C hallenge Rating: 7 Treasure: No coins, standard goods, standard items Alignment: Always good (any) Ad va ncement: 9- 13 HD (Small); 14--24 HD (Medium-size)

Chapter Three: Celestials Inferities are celestials closely related to the element of fire. Highly communal, they tend to associate only with one another when not engaged in some celestial battIe. Their small, ash-gray homes in the upper realms are built to accommodate only creatures of a like size, a fact that discourages other beings from seeking their company. When recruited as part of an army, however, inferities jump at the opportunity to participate. An inferity resembles a wiry halfling with long, straight, gray hair and coal-black skin. The internal temperature of its body is close to that of an open flame. This internal combustion sometimes reveals itself in a flicker of flame from the creature's mouth as it speaks, and an occasional reddish glow behind its eyes. A typical inferity wears light armor and carries a pair of sharp daggers, a shortbow, and a quiver of arrows.

Battle is the only place that an inferity's typically surly demeanor changes. The babbling and screaming from an excited squadron of these creatures often disconcerts opponents as much as their meteoric strikes do. lnferities speak Celestial and [gnan.

Combat An inferity usually begins combat with a meteoric strike. Thereafter, it uses the Quick Draw feat to draw its weapons, triggers its flame weapon ability, and rushes into battle, using spell-like abilities to supplement its weapon attacks. lnferities usually try to fight in groups, flanking opponents in the air and on the ground. They show no fear in battle, chattering and screeching at enemies throughout the fight.

Meteoric Strike (Su): Once per day, an inferity that begins its tum at least 100 feet above the ground can perform a meteoric strike. To do so, it must use a run action to move down, straight at the ground. When it hits the earth, a burst of flame erupts from the point of contact, affecting every creature in the area as though it were a fireball (caster level 10th; Reflex DC 16 half). The inferity takes no damage from the dive, even though it does not slow down before impact. Spell-Like Abilities: At will-continualjlame. detect evil, detect magic, protectionfrom evil; 3/day-cure moderate wounds; 1/day-
Malakim Large Outsider (Good) Hit Dice: IOd8+30 (75 hp) Initiative: +3 Speed: 40 ft. AC: 33 (- I size, +3 Dex, + 16 natural, +5 breastplate), touch 12, flat-footed 30 Attacks: Huge +3 falchion + 18/+ 13 melee, or 2 slams + 15 melee Damage: Huge +3falchion 2d6+12/ 18- 20, slam Id8+6 FacelReach: 5 ft. by 5 ft '/ I ft. Special Attacks: Magnetism, spell-like abilities Special Qualities: Celestial traits, divine fire, DR 101+2, immunities (electricity, petrification), outsider traits, resistances (acid 20, cold 20, fire 20), SR 22, turn blow, unfallen Saves: Fort + 10, Ref + IO, Will + 17 Abilities: Str 23, Dex 17, Con 16, lnt 12, Wis 15, Cha 16 Skills: Appraise + 11 , Climb + 12, Craft (any three) + II , Diplomacy +5, Jump + 12, Knowledge (any two) + II , Sense Motive +20 Feats: Cleave, Great Cleave, Power Attack

°

Chapter Three: Celestials ClimatelTerrain: Any land or underground Organization: Solitary, pair, or squad (3-5) Challenge Rating: 10 Treasure: No coins, double goods, standard items Alignment: Always neutral good Advancement: 11 - 20 HD (Large); 21 - 30 HD (Huge) The malakim, otherwise known as the Unfallen, are members of an ancient genie-race known as the Divs. Of all the div tribes, only the malakim refused their caliph's call to rebel against the Lords of Good (see History ofIblis in Appendix I: Archa ngels). When the day of battle came, the malakim fought on the side of the archangels against their own people. The celestial host won the day, and the rebellious Divs were cast out of the upper realms and scattered among the planes. For their faithfulness, the malakim were named the Unfallen and offered a place among the celestials they had come to aid, an offer they readily accepted. Little else was immediately forthcoming in the way of thanks, for the Lords of Good expected loyalty and did not feel it worthy of reward. But the archangel Gabriel, who had fought beside the malakim on the battlefield and seen the anguish and remorse they felt over their part in the fall of their own people, disagreed. He interceded with the gods on behalf of the stoic genies, and at last they were granted a special reward for their loyalty- the ability to fuse the power of the celestial host with their own fiery souls to create weapons of divine fire. Since they did not rebel against the gods, the malakim retain the gifts of the celestial order, but they have willingly discarded the beauty of the heavens as a mark of the shame that the other Divs brought upon their race. Standing nearly 12 feet tall, a malakim resembles a hairless, broad-shouldered humanoid with metallic skin, heavy muscles, and a grim countenance. Each malakim carries a great falchion and wears patchy armor made of thick, heaven-wrought steel (equivalent to a breastplate), with heavy metal vambraces on its forearms. The malakim, having seen the great folly of their people and having drawn weapons against their own kind, are at best stoic and at worst unsympathetic or even callous. They have little time or patience for the mortal races, viewing the troubles that came after the fall of the Divs as important matters, but matters to which others must attend. They feel that their primary duty is to redeem their brethren or, if the other Divs cannot repent their arrogance, to destroy them utterly. When dealing with members of another race, malakim are abrupt and perfunctory, although they will usually aid another good creature if pressed. Considering their history, it is no surprise that the malakim harbor an unusual hatred for oathbreakers. These celestials regard treason or breaking a bond ofloyalty as the highest crime an intelligent being can commit. Malakim speak Celestial, Ignan, Infernal, and Draconic.

Combat The malakim face conflict with grim resolution, determined to destroy their foes in the least amount oftirne possible. The Unfallen never speak while fighting, but they do appear to listen intently-a fact that leads sages to wonder whether they hear the voices of their fallen brethren calling out to them in agony whenever they fight. Whatever the cause of their silence, these unfallen Divs present a curious paradox on the battlefield: They clearly hate combat, yet they never shirk from physical confrontations, and they always seek to engage and destroy the most powerful evil creatures opposing them. In combat, a single malakim typically surrounds the foe it most wants to engage with a wall of fire , then closes to take advantage of its prodigious melee combat prowess. Fueled by inner turmoil, an Unfallen never hesitates to use its divine fire ability, lashing out quickly and often to destroy enemies. When a group of malakim is hard pressed in battle, half of its members are careful to save their wall offire and invisibility abilities in order to facilitate the group's escape. Magnetism (Su): Originally the smiths of the Divs, the malakim have a deeper understanding of metal than any mortal could hope to acquire. Because its being resonates so strongly with metal, a malakim gets a free disarm attempt against any creature that successfully strikes it with a melee weapon made wholly or partially of metal (including wooden-hafted weapons with metal tips, such as axes and spears). This disarm attempt does not provoke an attack of opportunity and does not count as an attack of opportunity made by the malakim. This attempt occurs after the attacker's first successful strike has been

...,

.

"j

1 ....1

,•

.,

,,'. .. I

.,

I ~

Chapter Three: Celestials resolved, so it does not prevent damage to the malakim from that attack. It may, however, prevent the attacker from making mUltiple attacks if the disarm attempt is successful. The malakim may make one such disarm attempt per foe per round. Spell-Like Abilities: At will- producejlame, pyrotechnics; IIday-detect magic, enlarge, invisibility, wall offire. Caster level 18th; save DC 13 + spell level. Celestial Traits: A malakim can speak with any creature that has a language as though using a tongues spell (caster level 14th, always active). It also has low-light vision and a +4 racial bonus on Fortitude saves against poison. Divine Fire (Su): As a symbol of their fortitude and steadfast courage, the malakim were granted the use of divine fire by the Lords of Good after Gabriel's intercession. An Unfallen 's ability to call upon this power is limited only by its own fortitude. As a free action, a malakim can infuse its weapon with fire and holy energy. Each attack made with the affected weapon on the round that this ability is used deals an extra 2d6 points of fire damage and an extra 2d6 points of holy damage. Should the malakim score a critical hit with the affected weapon, this extra damage is not doubled. A malakim can use this ability a number of times per day equal to its Constitution bonus (three times per day for the typical malakim). The effect lasts only I round. Outsider Traits: A malakim has darkvision (60-foot range). It cannot be raised or resurrected. Turn Blow (Ex): Once per round , when struck by a melee attack from a creature up to one size category larger or smaller than itself, a malakim can attempt to deflect the blow with its vambraces. To use this ability, the malakim must make an attack roll at its highest attack bonus. If the result is higher than that of the attack made against it, the blow is harmlessly deflected. Using this ability counts as one of the malakim 's attacks of opportunity for the round. Touch attacks cannot be deflected in this manner. Unfallen (Ex): Because of its tribe's traditional loyalty, a malakim gains a +8 bonus on Will saving throws and a +8 bonus on Sense Motive checks.

, ,,t

, f

Mettarum

->

Large Outsider (Good, Lawful) Hit Dice: 15d8+60 ( 127 hp) Initiative: +2 Speed: 80 ft. AC: 27 (- I size, +2 Dex, + 16 natural), touch II , flat-footed 25 Attacks: 2 claws +22 melee and bite +20 melee Damage: Claw I d8+8, bite I d6+4 Face/Reach: 5 ft. by 10 ft.!10 ft. Special Attacks: Improved grab, pounce, rake 2d6+4 Special Qualities: Celestial traits, DR 15/+3, immunities (electricity, petrification), outsider traits, resistances (acid 20, cold 20), roar of courage, scent, speak with animals, SR 24 Saves: Fort + 13, Ref + ll , Will + 10 Abilities: Str 26, Dex 14, Con 19, Int 11 , Wis 13, Cha 14 Skills: Climb +23, Hide + 13, Jump +23, Listen + 16, Move Silently + 17, Search +15, Spot + 16, Wilderness Lore + 16 Feats: Cleave, Great Cleave, Multiattack, Power Attack ClimatelTerrain: Any land or underground Organization: Solitary, pair, or squad (3- 5) Challenge Rating: 12 Treasure: No coins, double goods, standard items Alignment: Always lawful good Advancement: 16-30 HD (Large); 31-45 HD (Huge) Although many animals suffused with the might of the heavens and the grace of the celestial host wander the upper realms, several great Lords of Good have fashioned celestial servants in their own images. Metteron, lord of aU animals in heaven, is one such god, and his mightiest children are the winged, lionlike mettarums. Made in the image of Metteron himself, a mettarum looks like a noble, silver lion with large, luminous wings. Unlike its lord, the mettarum lacks a mane and has the efficient build of a lioness in the mortal realm. Its claws and fangs are as hard and pure as mithral, and its body ripples with lean muscle. The silver lions of the heavens are prone to bluster and full of bravado, but they are also implacable foes of evil that inspire terror in their foes. In times of peace, however, mettarums are kind and gentle-in fact, they are among the most beloved of the celestials because

Chapter Three: Celestials of their beautiful appearance and kindly, honest demeanor. When they have the opportunity, mettarums cultivate great wild gardens of incredible diversity and beauty in the planes where they dwell. As hunters and mounts of the celestial host, mettarums appear in the mortal realm relatively frequently compared to other celestials of similar power. The silver lions hold good druids in high regard because they help to ensure the safety and peacefulness of wild lands. On the other hand, evil druids and other despoilers of the wild have few foes more dedicated than the winged lions of Metteron. Mettarums speak Common, Celestial, and Sylvan.

Combat Fierce and anxious for action, the mettarums often serve the celestial host as scouts and skirmishers, an arrangement that suits their pack hunting mentality quite well. These fearless and focused celestials go to great lengths to protect good creatures that are weaker than themselves, and this protection extends to many animals and other neutral but peaceful creatures as well. Mettarums charge into combat with no hesitation, pouncing on the most dangerous foes present. If numbers favor them, the pouncing mettarurns try to bear even foes more powerful than themselves to the ground while their comrades surround the area. In such a group action, one or two mettarurns keep the opponent pinned, while the others tear and rake at it. When outnumbered, mettarums use their pounce ability to make multiple attacks during each round of a running battle. Improved Grab (Ex): If a mettarum hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +27). If it gets a hold, it can attempt to rake in the same round. Thereafter, the mettarum has the opportunity to conduct the grapple normally, or simply use its jaws to hold the opponent (- 20 penalty on grapple check, but the mettarum is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage and allows another rake attempt. Pounce (Ex): If a mettarum charges, it can make a full attack (including a rake attempt, see below) even though it has moved. Rake (Ex): On any round that a mettarurn has a hold on an opponent (see Improved Grab, above), it can make two rake attacks (+22 melee) with its hind legs for 2d6+4 points of damage each. The mettarurn can also attempt to rake when it pounces on an opponent. Celestial Traits: A mettarurn can speak with any creature that has a language as though using a tongues spell (caster level 14th, always active). It also has low-light vision and a +4 racial bonus on Fortitude saves against poison. O utsider Traits: A mettarum has darkvision (60-foot range). It cannot be raised or resurrected. Roar of Courage (Ex): Once per hour, a mettarum can unleash a roar of courage as a standard action. This inspiring sound grants each ally within 100 feet who can hear the mettarum a +2 morale bonus on saving throws and attack rolls for I minute. The roar of courage is a sonic, mind-affecting ability. Scent (Ex): A mettarum can detect approaching enemies, sniff out hidden foes , and track by sense of smell. Speak With Animals (Su): A mettarum can speak with animals as though under the effect of the spell of the same name (caster level 20th). This ability is always in effect. It may be dispelled, but the mettarum can initiate it again as a free action.

Paladriel Medium-Size Outsider (Good, Lawful) Hit Dice: 3d8+3 (16 hp) Initiative: + I Speed: 20 ft. (with armor); base 30 ft. AC: 2 1 (+2 natural, +7 half-plate, +2 large steel shield), touch 10, flat-footed 21 Attacks: Spear of the sun +5 melee Damage: Spear of the sun Id6+2/x3 FaceIReach: 5 ft. by 5 ft./5 ft. Special Qualities: Celestial traits, DR 5/+ I, formation fighting, immunities (electricity, petrification), outsider traits, resistances (acid 10, cold 10), spear of the sun, SR 13 Saves: Fort +4, Ref +4, Will +6 Abilities: Str 14, Dex 12, Con 13, lnt II , Wis 13, Cha 12 Skills: Diplomacy +7, Heal +7, Listen +7, Spot +7 Feats: Iron Will ClimatelTerrain: Any land or underground Organization: Solitary, pair, or squad (3- 5) C hallenge Rating: I Treas ure: No coins, double goods, standard items Alignment: Always lawful good Advancement: 4-9 HD (Medium-size) Paladriels, also known as the footsoldiers of light, are some of the most loyal and organized servants the Lords of Good have at their disposal. Drawn from the ranks of newly fallen soldiers who served a just cause, they lack the might that other celestials wield, but they

Chapter Three: Celestials know their duty and serve the heavens well when called. In fact, these heavenly footsoldiers, blessed by the archangel Raguel, form the backbone of the celestial host. Among the first signs that the Lords of Good are about to unleash their righteous wrath is the stirring of the armor-clad boots of the paladriel legions. A paladriel resembles a human soldier shielded from head to toe in armor of brilliant white steel. The visor of its helmet always remains closed, so that the paladriel is effectively faceless. The tabard that covers its armor is also white, save for one symbol of the individual's sacrifice- the emblem of the cause that particular soldier served in life is blazoned in red on the front. Each paladriel carries a spear fashioned entirely of light, which is known as a spear of the sun. Although they most often function as footsoldiers, paladriels frequently join forces with large mounts, usually kranoms (see C hapter Fou r: Creatures of the Upper Planes). In such situations, several paladriels man a battle platform on the mount's back, while a more powerful celestial controls the creature. Because of their relatively low power and sheer numbers, paladriels are easier to summon than most other celestials. Consequently, they are encountered more frequently in the mortal realms. Although they are polite and helpful to other good creatures, paladriels often seem distant or distracted to noncelestials. This air of detachment stems from the fact that paladriels know their real purpose lies in battling devils and other denizens of the lower planes, so they rarely tocus all of their attention on single mortals. Paladriels speak Common and Celestial.

Combat The paladriel is the embodiment of lawful war. Every inch the soldier of good, a paladriel is an honorable and courageous fighter, even if it sometimes lacks innovation or imagination. When given an order, the paladriel always sees it through. Considering their lawful nature, it is no surprise that paladriels are among the most disciplined and efficient fighting forces in the multiverse. Usually accompanied by more powerful celestials, the footsoldiers of light excel at providing controlled formations from which more powerful or more mobile creatures can launch attacks or cast spells. Knowing that spel1s and other large area attacks represent the greatest danger to any group fighting in close formation, paladriels do abandon their tight-knit groups when necessary. When confronted by a spel1caster or a creature with powerful area attacks, paladriels often shift to fighting in pairs or in groups of three. Celestial Traits: A paladriel can speak with any creature that has a language as though using a tongues spel1 (caster level 14th, always active). It also has low-light vision and a +4 racial bonus on Fortitude saves against poison. Formation Fighting (Su): Paladriels are so adept at fighting in formation and covering one another 's vulnerable areas that when two of them are adjacent, neither can be flanked. In addition, whenever a paladriel using a Smal1 or larger shield ends a turn adjacent to another of its kind, each of them gains a +2 bonus to Armor Class. These benefits end when the adjacent paladriels are separated. O utsider Traits: A paladriel has darkvision (60-foot range). It cannot be raised or resurrected. Spear of the Sun (Su): This signature weapon of the celestial footsoldier is a halfspear that sheds light in a 60-foot radius, as though affected by the daylight spel1 (caster level 5th), so long as it remains in the pal adriel's hands. This light may be dispelled, but the paladriel can reactivate it at will as a standard action.

Chapter Three: Celestials

Penneroth Large Outsider (Good) Hit Dice: 7d8+21 (52 hp) Initiative: +6 Speed: 80 ft., fiy 80 ft. (average) AC: 16 (- I size, + 2 Dex, +5 natural), touch II , flat-footed 14 Attacks: 2 hooves + 10 melee Damage: Hoof I d8+4 FacefReach: 5 ft. by 10 ft./5 ft. Special Attacks: Burn Special Qualities: Celestial traits, DR 5/+ I, immunities (electricity, fire , petrification), outsider traits, resistances (acid 20, cold 20), speed of the heavens, SR 15 Saves : Fort +8, Ref +7, Will +8 Abilities: Str 19, Dex 14, Con 16, Int 9, Wis 13, Cha II Skills: Diplomacy +9, Hide +8, Listen + II, Move Silently + 12, Spot + II Feats: Improved Initiative, Iron Will Cli materrerra.in : Any land or underground Organization: Solitary, pair, or squad (3- 5) C hallenge Rating: 2 Treasure: No coins, double goods, standard items Alignment: Always neutral good Adva ncement: 6-15 HD (Large) Penneroths are beautiful horses made of pure divine flame that roam in great he rds through the upper realms. These creatures commonly serve as messengers for the celestial host or as mounts for units of celestial cavalry. Though cava lry units do little to improve mobility in a celestial army (since most of its more powerful members can teleport anyway), units ofpenneroth-mounted warriors do make powerful strike forces. Such units are especially effective against massed hordes of lesser evil creatures. The noble penneroth burns with sacred white flame. Its mane, tail, and hooves are composed entirely of this fire , while the rest of its body fades from white to silver and back again depending on its mood. Legend holds that the nightmare was crafted in demented mockery of the penneroth, and indeed the two species resemble each other a great deal. As might be expected, however, where the nightmare is horrid and dangerous, the penneroth is beautiful and honorable. Herds of penneroths roam the outskirts of the celestial realms, enjoying the freedom and beauty of the heavens and remaining ever vigilant for any sign of incursion by the forces of the lower planes. Whenever such a herd finds something amiss, its fastest members immediately set off to warn nearby celestials. Penneroths speak Celestial, Common, and Ignan.

Combat As the messengers of the heavens, penneroths place far more importance on finishing tasks and delivering messages than on righting wrongs or engaging in honorable battle. When alone or accompanying other fleet creatures, a penneroth invariably runs rather than fighting. Even when accompanying good creatures, a penneroth is likely to flee a confrontation, leaving its companions to fend for themselves, rather than fail to deliver its message. Although it may be willing to serve as a mount for another good creature, it expects to be treated as befits an intelligent being filled with the blessings of the celestial realms. Thus, it is considered polite to let the celestial steed choose its own course in battle, unless it offers its rider full control. Burn (Ex): Any creature that is hit by a penneroth 's slam attack (or that hits the penneroth with a natural weapon or an unanned attack) must succeed at a Reflex save (DC 16) or catch fire . The fire burns for I d4 rounds. If desired, the penneroth can, as a standard action, grant another creature the ability' to mount it or touch it without taking this fire damage. This damping effect remains in force with respect to that creature and that penneroth until the latter dies or dismisses it (a free action). Celestial Traits: A penneroth can speak with any creature that has a language as though using a tongues spell (caster level 14th, always active). It also has low-light vision and a +4 racial bonus on Fortitude saves against poison. Outsider Traits: A penneroth has darkvision (60-foot range). It cannot be raised or resurrected. Speed of the Heavens (S u): When it has an urgent message to deliver or must make a hasty escape, a penneroth can call upon tremendous reserves of strength and travel at a greatly increased rate. Once per day, each of these celestial steeds can call upon divine energy as a standard action, doubling each of its speed ratings. In times of great strife, units ofpenneroth cavalry race to a battle with the speed of the heavens. Such a use ofthe penneroths' divinely gifted speed usually signals that desperate times are at hand.

Chapter Three: Celestials Penneroths as Mounts A paladin of 8th level or higher can call a penneroth as a mount. The penneroth gains the normal enhancements for serving as a paladin 's mount, and it increases in power as the paladin rises in level , according to the description of a paladin 's mount in the Player s Handbook. When serving as a paladin's mount, a penneroth is not expected to be a celestial messenger, nor is it willing to abandon its paladin companion in favor of completing an assigned task.

Seraphyl Large O utsider (Chaotic, Good, Incorporeal)

Hit Dice: 14d8+28 (91 hp) I nitiative: +7 Speed: Fly 30 ft. (perfect) AC: 21 (- I size, +7 Dex , +5 deflection), touch 21 , flat-footed 14 Attacks : 2 slams +20 melee touch Damage: Slam 2dl0 FacelReach: 10 ft. by 10 ft .110 ft. Special Attacks: Aura of menace, burn, enhanced holy smite, spell-like abilities, wisp of freedom Special Qualities : Celestial traits, corporeal attacks, DR 10/+3, Enchantment awareness, freedom of movement, immunities (electricity, petrification), incorporeal subtype, outsider traits, resistances (acid 20, cold 20), SR 25 Saves: Fort + 13, Ref + 18, Will + 14 Abilities: Str - , Dex 24, Con 15, lnt 15, Wis 16, Cha 21 Skills: Diplomacy +7, Hide + 17, Knowledge (any five) + 16, Listen + 17, Move Silently +21 , Sense Motive + 17, Spot + 17 Feats: Combat Reflexes, Great Fortitude, Iron Will, Lightning Reflexes, Spring Attack Climaterrerrain: Any land or underground Organization: Solitary, pair, or squad (3- 5) C hallenge Rating: 13 Treasure: No coins, double goods, standard items Alignment: Always chaotic good Advancement: 15- 28 HD (Large); 29-42 HD (Huge) Seraphyls embody the ideals of freedom , free will, and chance in equal proportions. These incorporeal creatures of light and hope are so fiercely and purely focused on freedom as the highest form of good that even other celestials have a difficult time understanding their views. To a seraphyl, there is no greater crime than imprisonment, no greater evil than slavery, and no greater foe than one who attempts to restrict the freedoms of others. As much as they enjoy the peace and freedom of the higher planes, seraphyls cannot help but disdain the rigid hierarchy of most other celestials. Their dedication to freedom first and compassion second sometimes brings seraphyls into conflict with the lawful hierarchy of the upper realms, and a few have openly opposed planetars, solars, and even a few of the archangels. Nevertheless, the seraphyls remain devoted to the cause of good. Whenever possible, they work to obtain the freedom of others through peaceful means rather than through force . A seraphyl has little in the way of physical form- it is a living repository of divine energy. The creature's incorporeal form seems to be composed entirely of tendrils of light and fire. A seraphyl often seems to sway, as if moved by some invisible breeze. The light it sheds is hardly soothing; in fact, it is deadly in its own right, buming as easily as it illuminates. When seen from a safe distance, a seraphyl resembles a clump of hazy strands of luminous mist, arranged in small clouds. Although they are dedicated to freedom above all else, seraphyls know that some evil cannot be reasoned with, and some creatures cannot be allowed loose in the world. When faced with a choice between caging and destroying a creature of evil, a seraphyl invariably chooses the heavy-handed path of destruction, finding it more merciful than the other option. Although this dedication to freedom can seem harsh at times, it has also made the seraphyls the most beloved celestials in many cultures. Oppressed and enslaved beings on countless worlds, upon appealing for aid from the higher realms, have often found their deliverance in the form of a cadre of seraphyls bent on bringing freedom at any cost. One might think that their opposition to mightier celestials and their extreme dedication to freedom would push some seraphyls into evil extremes of anarchy, but in fact very few of these free-willed celestials have ever been cast out of the higher realms. Because their chaotic nature makes them too intractable to serve reliably, seraphyls have no place in the celestial army. When the host musters for battle, a few curious seraphyls are usually drawn along, but none fit in with the ordered ranks of the celestial legions. When formations of the lawful paladriels march to battle, a few seraphyls might flit above them, but the scions of freedom heed their own whims as often as they follow the commands of the archangels. Seraphyls speak Common, Celestial , and Auran.

Chapter Three: Celestials Combat Seraphyls abhor captivity, slavery, and beings who infiinge on the individual freedoms of good creatures. When confronted by such conditions, they strive to free those held unfairly. Seraphyls prefer to free captives and release the imprisoned rather than engage in direct confrontation, but if no other course obviously leads to the freedom of the imprisoned, these celestials do not hesitate to join in battle. Tactically, seraphyls are wild cards, choosing their opponents seemingly at random. If there is any method to their combat style, it is to take advantage of their great speed by moving so that at most one opponent can attack at a time. Since they are incorporeal, seraphyls favor making spring attacks that begin and end within solid objects. Aura of Menace (Su): A righteous aura surrounds any seraphyl that fights or becomes angry. Each hostile creature within a 20-foot radius of the angel must succeed at a Will save (DC 22) or take a - 2 penalty on attacks roll , AC, and saves for one day or until it successfully hits the seraphyl generating the aura. A creature that has resisted or broken the effect cannot be affected again by that seraphyl's aura for one day. Burn (Ex): Any creature that is hit by a seraphyl's slam attack (or that manages to hit the seraphyl 's incorporeal form with a natural weapon or an unarmed attack) must succeed at a Reflex save (DC 22) or catch fire. The fire burns for I d4 rounds . Enhanced Holy Smite (S u): A seraphyl can release a burst of positive energy, centered on itself, that deals IOd6 points of damage to every nongood creature within 20 feet (Reflex DC 22 half). Any evil creature caught in the burst is also blinded for 1 round if it fails this saving throw. A seraphyl can use this ability three times per day, but never more than once every 4 rounds . Spell-Like Abilities: At will- break enchantment, freedom, freedom of movement, knock, teleport without error (self only). Caster level 13th; save DC IS + spell level. Wisp of F reedom (Su): Instead of making a normal attack, a seraphyl can, as a standard action, infuse its entire form with motes of divine energy that deal damage to creatures passing through it. The seraphyl can use this ability as an attack by moving through other creatures while it is in effect. Every creature it passes through during a move action (or any creature that moves through the seraphyl on its own) must make a Fortitude saving throw (DC 22) or take 2d6 points of holy damage. Regardless of the result of this save, that creature is immune to this damage for the rest of the round, even if the seraphyl passes through it again. Wisp of freedom is usable at will and lasts for I round. Celestial Traits: A seraphyl can speak with any creature that has a language as though using a tongues spell (caster leve l 14th, always active). It also has low-light vision and a +4 racial bonus on Fortitude saves aga inst poison.

..

Corporeal Attacks (Su): When a seraphyl 's tendrils slam into flesh , they become momentarily corporeal, allowing the creature to deal normal damage yet still ignore the opponent's armor. Thus, the seraphyl makes slam attacks as melee touch attacks. Creatures hit by a seraphyl's slam attack are also subject to burn damage (see above).

'

.. 'r\'

Enchantment Awareness (Su): A seraphyl is instantly aware of all Enchantment effects affecting creatures within a 60-foot radius. This ability otherwise functions like the detect magic spell, except that it reveals only Enchantment effects. Freedom of Movement (Ex): A seraphyl always moves as if affected by the freedom of movement spell. This ability functions exactly like the spell except that it is always active and is not magical in nature (thus, it cannot be di spelled, and is not suppressed in an antimagicfield). Incorporeal Subtype: A seraphyl can be harmed only by other incorporeal creatures, + 1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a SO% chance to ignore any damage from a corporeal source, except for force effects or attacks made wi th ghost touch weapons. A seraphyl can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. A seraphyl always moves silently and cannot be heard with Listen checks if it doesn't wish to be. Outsider Traits: A seraphyl has darkv ision (60-foot range). It cannot be raised or resurrected. Feats: A seraphyl gains Spring Attack as a bonus feat.

Valorum Lar ge Outsider (C haotic, Good) Hit Dice: 24d8+ 168 (276 hp) Initiative: +9 Speed : 80 ft. (with armor); base 120 ft. AC: 44 (- I size, + I Dex, +20 natural, + 10 [+2fiill plate armor], +4 [+2 large shieldJ), touch 10, fl at-footed 43 Attacks: Large +4 holy heavy lance +38/+33/+28/+23 melee, or Huge +2 mighty composite longbow (+S Str bonus) +29/+24/+ 19/+14 ranged Damage: Large +4 holy lance 2d6+ 16 plus 2d6 holy/x3 , Huge +2 mighty composite longbow (+S Str bonus) 2d6+7/x3 FacefReach: S ft. by 10 ft J I 0 ft. Special Attacks: Charge of valor, spell-like abi lities Special Qualities: Adrenaline boost, celestial traits, DR IS/+4, focused movement, immunities (electricity, petrification), outsider traits, regeneration 10, resistances (acid 20, cold 20), SR 30 Saves: Fort +21 , Ref + 19, Will + 18 Abilities: Str 34, Dex 21 , Con 24, Int 13 , Wis 14, Cha 27 Skills: Concentration +34, Diplomacy +39, Intuit Direction +29, Jump +33 , Listen +29, Sense Motive +29, Spot +29, Swim +39 Feats: Cleave, Great Cleave, Improved Initiative, Iron Will, Point Blank Shot, Power Attack, Precise Shot

:*1

t'd • Itt

a,\J I,

~

Chapter Three: Celestials Climaterrerrain: Any land or underground Organization : Solitary, pair, or squad (3- 5) C hallenge Ratin g: 18 Treasure: No coins, double goods, standard items Alignment: Always chaotic good Adva ncement: 25-48 HD (Large); 49- 72 HD (Huge) The mighty valorums are the scions of valor and courage. These celestial knights-errant thunder across the skies of the upper realms, seeking the evils that others fear to confront. Va lorums undertake noble, impulsive quests, strive to protect the freedoms of others, and crusade against evil whenever possible. A valorum resembles an immense armored centaur, standing up to 15 feet at the shoulder. It is covered from head to toe in shining plate armor decorated with elaborate symbology and runes. A valorum 's armor is an intensely personal expression of its ideals, and the most prominent element among the symbols that cover it is always a great shield, emblazoned with the symbol of the good power that particular valorum serves. Valorums are quick to join any crusade against evil, but such service is always on their own terms. Although they are mighty servants of good, valorums serve in the celestial host only as free-roaming cavalry or individual scouts. These creatures often enter combat before the bulk of the host because they tend to ferret out scouts and spies from the fo rces of evil. In times of peace, valorums tum to poetry and philosophy, often seeking out the wisest and most artistically gifted mortals to inspire.

Combat Few events on the battlefield strike as much fear into the black hearts of demons and devils as the charge of a valorum unit. These celestial crusaders charge into battle, crushing foe after foe with spell and lance, with no thought for ordered ranks or coordinated group tactics. Despite the disorderly appearance of their combat style, however, valorums are smart and tactically gifted warriors. Their seemingly chaotic charges wreak havoc among their foe , both because they deal tremendous amounts of damage and because individual valorums carefully target the foes most likely to be destroyed or disrupted by the charge. A valorum is particularly dangerous when it carries another powerful celestial (such as an astral de va or planetar) as a rider. tn such cases, it is often the valorum, not its rider, who leads. Spell-Like Abilities: Always active-detect magic, detect snares and pits, discern lies, see invisibility, true seeing. Caster level 20th; save DC 18 + spell level. At will-aid, air walk, continua/flame, cure moderate wounds, improved invisibility (self only), holy smite, lesser restoration; 3/da y-divine Javor, flam e strike, heal; I/day- mirac/e. Caster level 18th; save DC 18 + spell level. Alwaysactive effects can be dispelled, but the valorum can reactivate one every round as a free action. C harge of Valor (Ex): A valorum gains the following special advantages when using the charge action in combat.

Spirited Charge: When wielding a lance, a valorum deals triple damage, as if it were a mounted creature wielding a lance and using the Spirited Charge feat. Burst oJSpeed: When using the charge action, a valorum may move up to three times its base speed before making its attack. Ride-By Attack: A valorum may move and attack as a standard action and then move again (continuing the straight line of the charge), as ifit had the Ride-By Attack feat. When the creature attacks in this manner, its total movement may not exceed three times its base speed. The valorum does not provoke an attack of opportunity from any opponent it attacks with this ability. Adrenaline Boost (Ex): This ability allows the valorum to take one extra partial action during its tum. It may use this ability a number of times per day equal to its Constitution bonus (nine times for an average valorum), but no more than once per round. Celestial Traits: A valorum can speak with any creature that has a language as though using a tongues spell (caster level 14th, always active). It also has low-light vision and a +4 racial bonus on Fortitude saves against poison.

Chapter Three: Celestials Focused Movement (Ex): A valorum can take a partial action at any point during a move action. It cannot take a second move action during a round when it uses its focused movement ability. A valorurn usually uses this ability to move before and after it uses a spell-like ability during combat. Regeneration (Ex): A valorum takes normal damage from acid, and also from unholy weapons of at least +4 enhancement. Outsider Traits: A valorum has darkvision (60-foot range). It cannot be raised or resurrected.

Zel---Achar Large Outsider (Good, Lawful) Hit Dice: 3d8+3 (16 hp) Initiative: + 12 Speed: 80 ft. AC: 17 (- I size, +2 Dex, +6 natural), touch II , flat-footed IS Attacks: 2 hooves +5 melee and butt +0 melee Da mage: Hoof Id6+3, butt Id8+1 FacelReach: 5 ft. by 5 ft./Sft. Special Attacks: Charge Special Qualities: Celestial traits, immunities (petrification), outsider traits, readiness, resistances (acid 5, cold 5, electricity 5) Saves: Fort +4, Ref +5, Will +3 Abilities: Str 17, Dex 14, Con 13 , Int 6, Wis 10, Cha 11 Skills: Jump +9, Listen +6, Spot +6 Feats: Improved Initiative Climate/Terrain: Any land or underground Organization: Solitary, pair, or squad (3- 5) Challenge Rating: I Treas ure: No coins, double goods, standard items Alignment: Always lawful good Advancement: 4-9 HD (Large) Like the more powerful penneroths, zel-achars occasionally serve as messengers of the heavens, but these creatures are more often encountered as mounts for small groups of celestial cavalry. In fact, much of the celestial realm is patrolled by swift-moving units of paladriel cavalry mounted on zel-achars. Although they are thinking, self-aware creatures, the zel-achars know that they can best help the cause of good by carrying out the orders of more powerful celestials and by serving as steeds in battle. A zel-achar is a tall, staglike creature with silver antlers and a searching, intelligent countenance. Were its coloring less striking and its bearing less noble, it might be able to pass for a mortal elk or deer. Gifted with exceptional speed, a zel-achar looks ever ready to run, even when standing still. Curious and forgiving, zel-achars enjoy brief excursions through the mortal realm, so they are happy to be summoned there. They bond readily with other good creatures and serve willingly as mounts for paladins (see below). A ze l-achar in the mortal realm may also be willing to follow a good adventurer as a cohort or companion. Zel-achars do not speak, but they understand Celestial and Common.

Combat Zel-achars are brave and intelligent in battle. Although they most often serve as mounts for units of paladriel cavalry, they are quite capable of fighting on their own. Whether they are carrying riders or not, groups of zel-achar move in swift uni son and can break into a charge at a moment's notice. Charge (Ex): A zel-achar typically begins a battle by charging at an opponent, lowering its head to bring its horns into play. In addition to the normal benefits and hazards of a charge, this tactic allows the zel-achar to make a single butt attack that deals I d8+4 points of damage. Celestial Traits: A zel-achar can speak with any creature that has a language as though using a tongues spell (caster level 14th, always active). It also has low-light vision and a +4 racial bonus on Fortitude saves against p.oison. Outsider Traits: A zel-achar has darkvision (60-foot range). It cannot be raised or resurrected. Readiness (Ex): A zel-achar moves with a speed that few can match, gaining a +6 racial bonus on initiative checks.

A paladin of 5th level or higher can call a zel-achar as a mount. The zel-achar gains the normal enhancements for serving as a paladin's mount, and it increases in power as the paladin rises in level, according to the description of a paladin's mount in the Player 50 Handbook. When serving as a paladin 's mount, a zel-achar is not expected to be a celestial messenger, nor is it willing to abandon its paladin companion in favor of completing an assigned task.

• '. ", ., ~ 'WIp.I •• t

"t\!

Wi

\•

j





,~

~

.,. Chapter Four .,.

~reaDuresofdhe~perJPlanes The creatures presented in this chapter are not celestials, but they are native to the upper realms. A few of them can be summoned using the various summon monster spells, as detailed in C hapter Two, but some are simply too powerful to answer the call of any mortal.

Celestial Dragons Among the most ancient and powerful good creatures in the multiverse, celestial dragons are winged, reptilelike creatures that have the innate ability to manipulate magic. Gifted with both physical and magical might, celestial dragons embody various intangible aspects of life, such as music or dreams. These dragons gain power as they age, just as their counterparts in other planes do . Only the most powerful celestial dragons have enough spell casting ability to travel between planes, but plenty of opportunities exist for mortals to interact with them nevertheless. The guidelines provided for the Leadership feat (see the DMG) can be expanded to allow characters to call celestial dragons as cohorts, or paladins might call younger ones as mounts. A particularly powerful character might even have had a celestial dragon as a mentor at some point in his or her personal history.

Combat Because they spend most of their time in the higher realms, celestial dragons rarely enter combat. Occasionally, however, they can be roused to action by a powerful foe or by the entreaties of other good creatures, and sometimes they agree to join the ce lestial host to fight a powerful evil force . Once stirred to combat, celestial dragons are among the most deadly combatants of the upper realms. They fight much like their Material Plane counterparts, using their magic and powerful breath weapons to control the environment and weaken a group of foes , then closing to deliver powerful physical attacks. But because they detest combat, celestial dragons almost never attempt to draw out a fight- they use their magic to enhance their own abilities and then concentrate on one foe at a time, eliminating the evil creatures they face as quickly as possible. Celestial dragons use the same face and reach , size-based attacks and damage, breath weapon dimensions, frightful presence, dragon immunities, keen senses, feats , and overland movement parameters as the dragons described in the MM S kills: Like other dragons, each celestial dragon starts with 6 skill points per Hit Die, plus bonus points equal to its Intelligence modifier times its HD. It can purchase the fo llowing skills at I rank per Hit Die: Listen, Sense Motive, Spot, and Search. The remaining skill points are generally spent on Concentration, Diplomacy, Knowledge (any), and Scry, at a cost of I skill point per rank. The above skills count as class skills for any celestial dragon . Celestial dragons also have the Spellcraft skill and the Jump skill for free at I rank per Hit Die. S pells: Unlike other dragons, a celestial dragon knows and casts spells as an avatar of the level indicated in its description. It gains bonus spells for a high Charisma score. Spell-Like Abilities: A celestial dragon 's spell-like abilities depend on its age and kind. It gains the abilities given for its age category plus all previous ones and uses its age category or its avatar caster level, whichever is higher, as the caster level for those effects. The save DC is 10 + the dragon's Charisma modifier + spell level.

Dream Dragon Dragon (Chaotic, Good) C limaterrerrain : Any Organization : Wyrmling, very young, young, juvenile, and young adult: so litary or clutch (2- 5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm : solitary, pair, or family (1 - 2 plus 2- 5 offspring) C hallenge Ratings: Wyrmling 6; very young 8; young 10; juvenile 12; young adult 15; adult 17; mature adult 20; old 22; very old 23 ; ancient 25; wyrm 26; great wyrrn 28 Treasure: Double standard Alignment: Always chaotic good Advancement: Wyrmling 10-11 HD (Medium-size); very young 13- 14 HD (Large) ; young 16-- 17 HD (Large); juvenile 19- 20 HD (Large); young adult 22- 23 HD (Huge); adult 25- 26 HD (Huge); mature adult 28- 29 HD (Huge); old 31 - 32 HD (Gargantuan); very old 34- 35 HD (Gargantuan); ancient 37- 38 HD (Gargantuan); wyrrn 40-41 HD (Colossal); great wyrm 43+ (Colossal) Unlike most denizens of the upper realms, dream dragons are creatures of the night. Formed from the dreams of good creatures, they have physical bodies but need no sustenance other than that provided by the dreams of mortal creatures. Like other dragons, dream dragons collect treasure, favoring magic items that let them peer into the minds of others. In its true form , a dream dragon resembles a silver dragon with strange and chaotic patterns of color swirling beneath its scales. Any time it stands still, it begins to slip back into the half-realm between wakefulness and dream. At such times, it appears indistinct and only half-present. As it gets older, a dream dragon spends more and more of its time in the Ethereal Plane, only rarely taking on a physical presence on the Material Plane. Among the most curious of all dragon species, dream dragons are free-willed and at times capric ious, surprising those they meet with their calm and simple approach to life. Unlike most other dragons, dream dragons enjoy the company of other creatures, and they surround

Chapter Four: Creatures of the Upper Planes

Table 4-1: Dream Dragons by Age Attack Fort Bonus Save

Ref Save

Will Save

Breath Weapon

+9

+6

+9

2d 12 ( 17)

17

18

+ 17

+ 11

+8

+ 11

4dl2 (19)

19

20

23 (-I size, + 14 natural), touch 9, flat-footed 23

+22

+ 13

+9

+ 13

6dl2 (21)

21

22

18d 12+90 (207)

26 (-I size, + 17 natural), touch 9, flat-footed 26

+27

+ 16

+11

+ 15

8dl2 (24)

23

24

H

21 d 12+ 105 (241)

28 (-2 size, +20 natural), touch 8, flat-footed 28

+29

+ 17

+ 12

+ 17

IOdl2 (25)

25

27

Adult

H

24d 12+ 144 (300)

31 (- 2 size, +23 natural), touch 8, flat-footed 31

+33

+20

+ 14

+ 19

12dl2 (28)

27

29

Mature adult

H

27d12+ 189 (364)

34 (- 2 size, +26 natural ), touch 8, flat-footed 34

+38

+22

+ 15

+22

14dl2 (30)

30

32

Old

G

30d I 2+240 (435)

35 (-4 size, +29 natural), touch 6, flat-footed 35

+40

+25

+ 17

+25

16dl2 (33)

33

34

Very old

G

33d12+297 (511)

38 (-4 size, +32 natural), touch 6, flat-footed 38

+44

+27

+ 18

+27

18dl2 (35)

35

35

Ancient

G

36d 12+360 (594)

41 (-4 size, +35 natural), touch 6, flat-footed 41

+48

+ 30

+20

+30

20d 12 (38)

38

37

Wynn

C

39d 12+429 (682)

40 (- 8 size, +38 natural), touch 2, flat-footed 40

+48

+32

+21

+32

22dl2 (40)

40

38

Great wynn

C

42d 12+5 04 (777)

43 (- 8 size, +41 natural), touch 2, flat-footed 43

+53

+3 5

+23

+35

24d l 2 (43)

43

40

Age

Size

Hit Dice (hp)

AC

Wynnling

M

9d 12+27 (85)

18 (+8 natural) , touch 10, flat-footed 18

+ 13

Very young

L

12d12+36 (114)

20 (- I size, + II natural), touch 9, flat-footed 20

Young

L

15d 12+60 (157)

Juvenile

L

Young adult

Fear DC SR

themselves with friends and companions whenever possible. Although dream dragons are as devoted to good as any other creature from the celestial realm , they seem to prefer the company of mortals to that of celestials and other creatures from the higher realms . Dream dragons hate night hags and other creatures that threaten mortals while they dream . Some say that the night hags stole their dream haunting ability from a dying dream dragon, trapping some of its essence in an artifact of great evil called the Heartbane, which they then used to forge their heartstones. Many dream dragons quest for Heartbane, which is rumored to be hidden somewhere deep within the Ethereal Plane. Other dream dragons spend their time protecting dreaming mortals from night hag attacks and hunting the foul creatures on both the Material and the Ethereal Planes.

Combat Dream dragons approach combat with the same capriciousness and vibrant spirit that they bring to any other task, but that fact doesn't make them any less dangerous than other dragons. Although dream dragons seldom prepare in advance for combat, their ability to retreat to the Ethereal Plane when desired provides them with a refuge in case the tide of battle turns against them. Should the need arise, dream dragons can be fearsome opponents of evil, for they can stalk the selfish, the amoral, and the depraved through their dreams.

.,• •

Chapter Four: Creatures of the Upper Planes

Table 4-2: Dream Dragon Abilities by Age Age

Speed

Str Dex Con Int Wis C ha

Wyrmling Very young Young Juvenile Young adult Adult Mature adult Old Very old Ancient Wyrm Great wynn

60 ft., fl y 200 it (poor) 60 ft., fl y 200 ft (poor) 60 ft., fly 200 ft (poor) 60 ft., fl y 200 ft (poor) 60 ft., fl y 200 it (poor) 60 ft., fly 200 ft (poor) 60 ft., fly 200 ft (poor) 60 ft., fl y 250 ft (clumsy) 60 ft., fly 250 ft (clumsy) 60 ft., fl y 250 ft (clumsy) 60 ft., fly 250 ft (c lumsy) 60 ft., fly 250 ft (cl umsy)

19 23 27 31 33 35 39 41 43 45 47 51

10 10 10 10 10 10 10 10 10 10 10 10

17 17 19 21 21 23 25 27 29 31 33 35

16 16 18 18 20 20 24 26 28 30 32 34

17 17 19 19 21 21 25 27 29 31 33 35

16 16 18 18 20 20 24 26 28 30 32 34

Caster Level

Special Abilities Immun ities (cold, electricity)

-

DR 5/+ 1 Dream DR 10/+ 1, dreamshape (dream haunting) Ethereal jaunt DR 20/+2, dreamshape (dreamwalk) Detect thoughts DR 30/+3, Etherealness DR 40/+4, dreamshape (dream prison) Holy breath

1st 3rd 5th 7th 9th 11th 13th 15th 17th 19th

Breath Weapon (Su): A dream dragon has two breath weapons: a cone that combines electrical and cold energy, and a cone of sleep gas. The first of these deals damage according to Table 4-1 , below, with half the damage coming from electricity and the other half from cold. Any creature caught within the second breath weapon's area must succeed at a Will save or fall asleep, regard.less ofHD, for Id6 rounds plus I round per age category of the dragon. Dreamshape (Su): A dream dragon has considerable power over sleep and dreams. In addition to its powerful , sleep-inducing breath weapon and its spell-like ability to communicate through dreams, a dream dragon can actually shape the dreams of other creatures. It gains new dream shape abilities as it advances in age, according to Table 4-2. A dream dragon can use dreamshape three times per day, regardless of its age category. Each of the following abilities counts as one daily use of the dreamshape ability. Dream Haunting: A young adult or older dream dragon can visit the dream of evil individuals through will alone. To do so, it must first visit the Ethereal Plane using its ethereal jaunt or etherealness spell-l ike ability. While ethereal, the dream dragon spends I round concentrating on the target, draining its health away. The sleeper suffers from tormenting dreams for the rest of the ni ght and takes I point of Constitution drain upon awakening. A sleeper whose Constitution core is reduced to 0 dies. Unlike the cruel torment that night hags visit on their victims, dream haunting always offers the victim a way out. Each night, as the dream comes to

Table 4-3: Glory Dragons by Age Ref Save

Will Save

+ 10

+7

+ 10

2d l 2 (18)

18

19

+ 19

+ 12

+8

+ 12

4dl2 (20)

20

21

24 (- I size, + 15 natural), touch 9, flat-footed 24

+24

+ 15

+ 10

+ 14

6d 12 (23)

22

23

I 9d 12+95 (2 18)

26 (- 2 size, + 18 natural), touch 8, flat- footed 26

+28

+ 16

+ 11

+ 16

8d 12 (24)

24

25

H

22d12+ 132 (275)

29 (- 2 size, +21 natural), touch 8, flat-footed 29

+31

+ 19

+ 13

+ 18

IOdl2 (27)

26

28

Adult

H

25d12+ 175 (337)

32 (- 2 size, +24 natural), touch 8, flat-footed 32

+35

+21

+ 14

+21

12dl2 (29)

29

30

Mature adult

G

28d I 2+224 (406)

33 (-4 size, +27 natural), touch 6, flat-footed 33

+38

+24

+ 16

+24

14dl 2 (32) 32

33

Old

G

3 1dl 2+279 (480)

36 (-4 size, +30 natural), touch 6, flat-footed 36 .

+42

+26

+ 17

+26

16d 12 (34)

34

35

Very old

G

34d1 2+340 (56 1)

39 (-4 size, +33 natural), touch 6, flat-footed 39

+46

+29

+ 19

+29

18dl2 (37)

37

36

Ancient

C

37d1 2+396 (630)

38 (- 8 size, +36 natural), touch 2, flat-footed 38

+45

+3 1

+20

+3 1

20dl 2 (39) 39

38

Wynn

C

40d I 2+480 (740)

41 (- 8 size, +39 natural), touch 2, flat-footed 41

+51

+34

+22

+34

22d 12 (42)

42

39

Great wynn

C

43d 12+559 (838)

44 (- 8 size, +42 natural), touch 2, flat-footed 44

+56

+36

+23

+36

24d1 2 (44) 44

41

Attack Fo r t Bonus Save

Age

Size

Hit Dice (hp)

AC

Wyrmling

L

IOd12+30 (95)

18 (- I size, +9 natural), touch 9, flat-footed 18

+ 14

Very young

L

I3d 12+52 (136)

2 1 (- I size, + 12 natural), touch 9, flat-footed 21

Young

L

16d12+80 (184)

Juvenile

H

Young adult

"'54'"

Breath Fea r Weapon (DC) DC SR

Chapter Four: Creatures of the Upper Planes an end, the dreamer is shown a way to redeem itself and atone for the evil acts that it has committed. This path always involves an alignment shift to good and requires specific good acts that are tailored to the dreamer 's past deeds. Should the victim choose to act on such an option, the dream dragon ceases haunting its dreams as long as it remains on the path of atonement that was offered.

Dreamwalk: A mature adult or older dream dragon can travel through the stuff of dreams, covering great distances in a short time. When it moves at its normal speed through the dream realm, it covers three times the normal distance with respect to the Material Plane. While in the dream realm, the dragon always knows where it wou ld be on the Material Plane if it were to emerge. A dream dragon can take one additional willing creature per age category along on a dreamwalk.

Dream Prison C harisma Score

Time Needed to Escape

2 or below 3 4--5 6-8 9- 12 13- 15 16-17 18+

2d4 minutes I d6 minutes Id4 minutes 5d4 rounds 4d4 rounds 3d4 rounds 2d4 rounds Id4 rounds

Dream Prison: A wyrm or great wyrm dream dragon can create an extradimensional manifestation of another creature's dreams and trap it there. The trapped creature must navigate the labyrinth of its own subconscious before it can return to the Material Plane. The time it takes to escape depends on the victim's Charisma score, as given on the table below. This ability otherwise functions like the maze spell (caster level 18th). Holy Breath (Su): Once a dream dragon attains the great wyrm age category, it can convert all the damage from its energy-based breath weapon to holy damage (with no energy descriptor), if desired. Spell-Like Abilities: At will-delecllhoughls, dream, etherealness;

3/day- elhereal jaunt.

Glory Dragon Dragon (Good) Climaterrerrain: Any Organization: Wyrmling, very young, young, juvenile, and young adu lt: solitary or clutch (2- 5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2- 5 offspring) C hallenge Ratings: Wyrmling 7; very young 9; young II ; juvenile 13 ; young adult 16; adu lt 18; mature adult 21 ; old 23 ; very old 24; ancient 26; wyrm 27; great wyrm 29 Treasure: Double standard Alignment: Always neutral good Ad vancement: Wyrmling 11 - 12 HD (Large); very young 14--15 HD (Large); young 17- 18 HD (Large); juvenile 20-21 HD (Huge); young adult 23- 24 HD (Huge); adult 26-27 HD (Huge); mature adult 29- 30 HD (Gargantuan); old 32- 33 HD (Gargantuan); very old 35- 36 HD (Gargantuan); ancient 38- 39 HD (Colossal); wyrm 41-42 HD (Colossa l); great wyrm 44+ (Co lossal) Born of beauty and song, glory dragons are among the purest expressions of music in the multi verse. Some sages claim that these creatures actually created music, and that it was they who taught music to the first of the elves. Though most creatures that encounter a glory dragon remember the sound of its song long after they have forgotten its appearance, the creature is nonetheless magnificent to behold. A glory dragon is covered in rich, steelbright scales, often tinged with a deep yet subtle shade of blue. Two huge horns jut from its forehead, and its limbs and wings are all powerfully built. Of all dragon species, glory dragons are the most social and the most apt to treat individuals of other species as respected equals. [n fact, a glory dragon usually lives in the center of a community, within a great house or palace rather than in a cavern complex or other remote lair. Although this close association with other, less-powerful creatures mystifies even some of the other good dragons, it makes glory dragons among the best-informed and best-protected dragons anywbere. Glory dragons are kind and generous, and they often aid talented mortal musicians and artists who find themselves in danger. Although they are shrewd and careful to verify a story before taking action, glory dragons are more easily moved to help other good creatures than most other dragons are.

Combat When forced to fight, a glory dragon first uses its spells and dragonsong to enhance its own abilities and those of its allies. Because of its

Chapter Four: Creatures of the Upper Planes

Table 4-4: Glory Dragon Abilities by Age Age

Speed

Wyrmling Very young Young Juvenile Young adult Adult Mature adult Old Very old Ancient Wyrm Great wyrm

60 ft. , fl y 200 ft (poor) 60 ft ., fl y 200 ft (poor) 60 ft. , fl y 200 ft (poor) 60 ft. , fly 200 ft (poor) 60 ft ., fl y 200 ft (poor) 60 ft. , fly 200 ft (poor) 60 ft. , fly 200 ft (poor) 60 ft ., fl y 250 ft (clumsy) 60 ft ., fl y 250 ft (clumsy) 60 ft., fl y 250 ft (clumsy) 60 ft., fl y 250 ft (clumsy) 60 ft ., fl y 250 ft (clumsy)

Str Dex Con Int Wis C ha 21 25 29 33 35 37 41 43 45 47 51 55

10 10 10 10 10 10 10 10 10 10 10 10

17 19 21 21 23 25 27 29 31 33 35 37

16 18 18 20 20 24 26 28 30 32 34 36

17 19 19 21 21 25 27 29 31 33 35 37

16 18 18 20 20 24 26 28 30 32 34 36

Caster Level

Specia l Abilities Immunities (electricity, sonics) Ghost sound DR 5/+ 1 Silence DR 10/+ 1, dragon song (inspire courage) Sculpt sound DR 20/+2, dragonsong (countersong) Power word, stun DR 30/+3, dragon song (inspi re greatness) Power word, blind DR 40/+4, holy breath Dissonance aura , power word, kill

-

1st 3rd 5th 7th 9th 11 th 13th 15th 17th 19th

great to lerance for and friendships with other good creatures, a glory dragon rarely travels alone, and its extensive network of followers, informants, and companions ensures that it normally has the advantage over any foe in terms of information . When given time to prepare for a battle, the dragon prepares both its location and its allies to maximum effect. Glory dragons are often ca lled to fight as part of the celestial host. The younger ones act as hera lds and emi ssaries, while the older ones serve as field commanders, using their increasingly powerful dragonsong abilities and spells to fortify the host.

,I,'

.~

'..',it

,, ".1 l•it

f

I

Breath Weapon (Su): A glory dragon has two breath weapons: a cone that combines sonic and cold energy, and a cone of stunning sound . The first of these deals damage according to Table 4-3, below, with half the damage coming from sonics and the other half from cold. Any creature caught within the second breath weapon 's area must succeed at a Fortitude save or be stunned, regardless of HD, for I d4+ I rounds. Dragonsong: A glory dragon is a living embodiment of the power and joy of music. Its voice is an incredibly versatile instrument that can move freely between symphony and silence. As it ages, the dragon learns to use its dragonsong to affect nearby creatures. It gains new dragonsong abilities as it advances in age, according to Table 4-4. A glory dragon can use dragonsong a number oftimes per day equal to its Hit Dice. To activate a dragonsong

.' 'It•

Table 4-5: Radiant Dragons by Age Attack Fort Bonus Save

Breath Fear Weapon (DC)DC S R

Ref Save

Will Save

+ 11

+7

+ 11

2d12 ( 19)

19

20

+21

+ 14

+9

+ 13

4dl2 (22)

21

22

24 (- 2 size, + 16 natural) , touch 8, flat-footed 24

+25

+ 15

+ 10

+ 15

6dl 2 (23)

23

24

20d 12+ 120 (250)

27 (- 2 size, + 19 natural), touch 8, flat-footed 27

+30

+ 18

+ 12

+ 17

8dl2 (26)

25

26

H

23 d 12+ 161 (3 10)

30 (- 2 size, +22 natural), touch 8, flat-footed 30

+33

+20

+ 13

+20

I Od 12 (28)

28

29

Adult

G

26d 12+208 (377)

31 (-4 size, +25 natural), touch 6, flat-footed 31

+35

+23

+ 15

+23

12d12 (3 1)

31

31

Mature adu lt

G

29d1 2+261 (449)

34 (-4 size, +28 natural), touch 6, flat-footed 34

+40

+25

+ 16

+25

14d12 (33)

33

34

Old

G

32d 12+320 (528)

37 (-4 size, +31 natural), touch 6, fl at-footed 37

+44

+28

+ 18

+28

16dl2 (36)

36

36

Very old

C

35d1 2+385 (6 12)

36 (- 8 size, +34 natural), touch 2, fl at-footed 36

+44

+30

+ 19

+30

18d12 (38)

38

37

Ancient

C

38d 12+456 (703)

39 (- 8 size, +37 natural), touch 2, flat-footed 39

+49

+33

+2 1

+33

20dl 2 (4 1)

41

39

Wyrm

C

41 d 12+ 533 (799)

42 (- 8 size, +40 natural), touch 2, fl at-footed 42

+54

+35

+22

+35

22dI 2(43)

43

40

Great wyrm

C

44d 12+616 (902)

45 (- 8 size, +43 natural ), touch 2, fl at-footed 45

+59

+ 38

+24

+38

24d 12 (46)

46

42

Age

Size

Hit Dice (hp)

AC

Wyrmling

L

Ild12+44 (115)

19 (- I size, + I 0 natural), touch 9, flat-footed 19

+ 16

Very young

L

14d1 2+70 (161)

22 (- I size, + 13 natural), touch 9, flat-footed 22

Young

H

17d 12+85 (195 )

Juvenile

H

Young adult

'56,

Chapter Four: Creatures of the Upper Planes ability, the dragon must generate music, but it can otherwise act normally while doing so, fighting and casting spells with no impediment. Each activation of an ability counts as one use of dragonsong, though simply maintaining an already active ability does not count as a new use. Inspire Courage (Su) : A young adult or older glory dragon can use the music that infuses its being to inspire courage in its allies, bolstering them against fear and improving their combat abilities. To be affected, an ally must first hear the dragon 's music for I full round. The effect lasts as long as the ally hears the music and for 5 full rounds afterward. An affected ally gains a +2 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack rolls and weapon damage rolls. Inspire courage is a mind-affecting ability. Countersong (Su): A mature adult or older glory dragon can use its music to counter any magical effect that depends on sound (but not spells that simply have verbal components). Each round of the countersong, the dragon makes a Perform check. Any creature within 60 feet (including the dragon itself) that is affected by a sonic or language-dependent magical attack (such as sound burst or command) may use the dragon's Perform check result in place of its saving throw if, after rolling the saving throw, the check result proves to be better. The dragon may keep up the countersong for I round per Hit Die. Inspire Greatness (Su) : A very old or older glory dragon can use its music to inspire greatness in another creature, granting it extra fighting capability. For every age category the dragon attains beyond very old, it can so inspire one additional creature. To be affected, the target creature must be within 60 feet of the glory dragon and hear its music for I full round. An affected creature gains +2 Hit Dice (d I Os that grant temporary hit points; apply target's Constitution bonus normally), a +2 competence bonus on attack rolls, and a + I competence bonus on Fortitude saves. These benefits last as long as the target hears the dragon's music and for 5 rounds afterward. Holy Breath (Su): Once a glory dragon attains the wynn age category, it can convert all the damage from its energy-based breath weapon to holy damage (with no energy descriptor), if desired. Dissonance Au ra: A great wynn glory dragon can generate a field of dissonant sound that greatly hinders spellcasting. Any creature (other than the dragon itself) attempting to cast a spell with a verbal component within 60 feet of the dragon must make a successful Concentration check (DC 20 + spell level + the dragon's Charisma bonus) or the spell fails. A glory dragon can activate or terminate this ability as a move-equivalent action. Spell-Like Abilities: At will- ghost sound, sClilpt sound, silence; I/day- power word blind, power word kill, power word stun. Skills: A glory dragon gains 1 rank in Perform per Hit Die for free.

Radiant Dragon Dragon (Good, Lawful) Climate/Terrain : Any Organization : Wynnling, very young, young, juvenile, and young adult: solitary or clutch (2- 5); adult, mature adult, old, very old, ancient, wyrm , or great wyrm: solitary, pair, or family (1 - 2 and 2- 5 offspring) Challenge Ratings: Wynnling 8; very young 10; young 12; juvenile 14; young adult 17; adu lt 19; mature adult 22 ; old 24; very old 25 ; ancient 27; wynn 28; great wynn 30 Treasure: Double standard Alignment: Always lawful good Adva ncement: Wynnling 12- 13 HD (Large); very young 15- 16 HD (Large); young 18- 19 HD (Huge); juvenile 21 - 22 HD (Huge); young adult 24-25 HD (Huge); adult 27- 28 HD (Gargantuan); mature adu lt 30- 31 HD (Gargantuan); old 33- 34 HD (Gargantuan); very old 36-37 HD (Colossal); ancient 39-40 HD (Colossal); wyrm 42-43 HD (Colossal); great wynn 45+ (Colossal) Although other good dragons aid celestials from time to time, radiant dragons take the forefront in championing celestial causes, and few creatures command as much respect from the Lords of Good as these mighty dragons. Accustomed to others respecting their might, radiant dragons can at times seem arrogant or abrupt to those not used to dealing with them, and they occasionally leave lesser creatures feeling snubbed or ignored. The dragons, while not callous to these reactions, simply keep their prodigious intellects focused on the greater good, for they do not feel that they can take the time from their crusades against evil to soothe hurt feelings . A radiant dragon is an immense and noble reptile whose scales glow as the sun. Its body is covered in horns that blend into light rays , and its eyes are glowing yellow pools. A radiant dragon

Chapter Four: Creatures of the Upper Planes

Table 4-6: Radiant Dragon Abilities by Age Age

Speed

Wyrmling Very young Young Juvenile Young adult Adult Mature adult Old Very old Ancient Wyrm Great wyrm

60 ft., fly 200 ft (poor) 60 ft., fly 200 ft (poor) 60 ft., fly 200 ft (poor) 60 ft. , fly 200 ft (poor) 60 ft., fly 200 ft (poor) 60 ft. , fly 200 ft (poor) 60 ft. , fly 200 ft (poor) 60 ft., fly 250 ft (clumsy) 60 ft., fly 250 ft (clumsy) 60 ft., fly 250 ft (clumsy) 60 ft., fly 250 ft (clumsy) 60 ft. , fly 250 ft (clumsy)

Str Dex Con Int Wis Cha 23 27 31 35 37 39 43 45 47 51 55 59

10 10 10 10 10 10 10 10 10 10 10 10

19 21 21 23 25 27 29 31 33 35 37 39

18 18 20 20 24 26 28 30 32 34 36 38

19 19 21 21 25 27 29 31 33 35 37 39

18 18 20 20 24 26 28 30 32 34 36 38

Special Abilities

Caster Level

Illumination, immunities (fire, electricity)

Daylight DR 5/+ 1 Prayer DR 10/+ I, radiance (tum undead) Hallow DR 20/+2, radiance (turn fiends) Prismatic spray DR 30/+3, holy breath Heaven s tauch DR 40/+4, radiance (healing circle) Wrath of the heavens

1st 3rd 5th 7th 9th 11th 13th 15th 17th 19th 20th

carries itself proudly, and its broad shoulders, four muscular legs, thick-bladed tai l, and powerful wings are all usually in swift, confident motion. Powerful radiant dragons can lead the celestial host and even gather portions of it when evil rises. Older radiant dragons usually assume positions of command and leadership on the higher planes, while younger ones often act as the knights-errant of dragonkind, traveling far and wide in search of noble causes and righteous battle. While they are young, radiant dragons seldom exhibit the solitary tendencies of other dragon species. Even as they age, they maintain active relationships with many celestials and even a few good mortals of great power.

Combat Among the mightiest servants of good, radiant dragons fear no confrontation with evil, and they never shrink from opportunities to confront evil or to protect good creatures oflesser power. Holy warriors of the highest order, radiant dragons lead other celestials and good mortals into battle after battle, seeking out and challenging the forces of evil whenever there is a need. But despite this devotion to fighting for righteous causes, radiant dragons are far from combative. Like other celestial dragons, they fight only when there is a need for such action and no useful alternative. However, they show neither hesitation nor remorse when destroying the forces of evil, for they know that few if any can be redeemed. When engaged in combat, radiant dragons use their size and physical power to great advantage. They prefer to destroy one evil creature entirely before moving to the next threat. If given time to prepare for combat, a radiant dragon and its companions establish prearranged tactics based on the perceived capabilities of the foes they face. In general, such tactics revolve around getting the dragon 's weaker allies into position to aid its attacks and provide it flanking bonuses while restricting its breath weapon and spellcasting area as little as possible. Breath Weapon (Su): A radiant dragon has two breath weapons: a cone that combines electricity and fire energy, and a cone of blinding radiance. The first of these deals damage according to Table 4-5, below, with half the damage coming from electricity and the other half from fire. Any creature caught within the second breath weapon 's area must succeed at a Fortitude save or be permanently blinded, regardless ofHO. lIIumination (S u): Formed from the very essence of light, a radiant dragon continuously projects an aura of luminous holy radiance, which it can brighten or dim at will. The light is centered on the dragon and illuminates an area with a radius of up to 10 feet per age category the dragon possesses, though it can cover a smaller area if desired. Radiance: A young adult or older radiant dragon can periodically infuse its aura with holy energy, which generates one of the effects below. The dragon gains new radiance abilities as it advances in age, according to Table 4-6. A radiant dragon can use radiance three times per day. Each of the following abilities counts as one use of radiance.

Turn Undead (Su): A young adult or older radiant dragon can expend a use of its radiance ability to turn undead within the area of its illumination (see above). This effect otherwise functions like the tum undead ability of a character whose cleric level is equal to the dragon's caster level. Turn Fiends (Su): A mature adult or older radiant dragon can tum evil outsiders in the same manner that it turns undead. This ability functions exactly like the dragon's turn undead ability, except for the creature type affected. The dragon cannot turn both fiends and undead with a single use of radiance. Healing Circle (Su): A wyrm or great wyrm radiant dragon can channel the holy energy of its radiance into a burst of healing power. When the dragon uses this ability, positive energy floods the area of its illumination (see above). Every creature in the area is affected by this energy, which heals Id8+20 points of damage for the dragon and each of its allies and deals a like amount of damage to every undead creature (Fortitude DC equal to dragon's breath weapon DC for half). Holy Breath (Su): Once a radiant dragon attains the very old age category, it can convert all the damage from its energy-based breath weapon to holy damage (with no energy descriptor), if desired. Spell-Like Abilities: At will-daylight, hallow, prayer; 3/day-heaven s touch, prismatic spray; I/day-wrath of the heavens.

Chapter Four: Creatures of the Upper Planes

Garguran Lar ge O utsider (Good) Hit Dice: 5dS+25 (47 hp) Initiative: +0 Speed: 40 ft. AC: 19 (- I size, + 10 natural), touch 9, flat-footed 19 Attacks: Gore + I 0 melee Da mage: Gore IdS+9 plus Id6 sonic FacelReach: 5 ft. by 10 ft./5 ft. Special Attacks: Sonic hom, trample 2d6+9 Special Qualities: All-around vision, ferocity, outsider traits, sturdy Saves: Fort +9, Ref +6, Will +3 Abilities: Str 23 , Dex II , Con 20, lnt 4, Wis 12, Cha II Skills: Balance + II, Jump + 10, Listen +S, Search + I , Spot + 12 Feats: Lightning Reflexes, Power Attack

ClimatelTerrain : Any land or underground Organ ization: Solitary, pair, pack (4-10), or herd (20--40) Challenge Rating: 5 Treasure: No coins, 50% goods Alignment: Always good (any) Advancement: 6-11 HD (Large); 12- 15 HD (Huge) Gargurans are massive, elephantine beasts of the upper planes commonly used as herd or pack animals. Their strength, intelligence, and genial natures make them efficient and durable workers. But when beasts of burden are needed in times of war, the gargurans take on a different aspect. Perfectly suited for long marches and difficult sieges, these creatures are always numerous in celestial armies, where they serve as beasts of burden, shield walls, and sometimes even mounts. The sonic effect produced by a garguran's hom can quickly bring down gates, walls, and other baniers-a fact that makes the creature a permanent fixture in the front lines for sieges. A garguran's rough skin ranges from pale blue on its body to deep indigo near its massive head. The six eyes spaced evenly around its cranium are protected by numerous bony ridges and fully a dozen sharp horns. A garguran has five legs, each end ing in a round, flat foot like that of a rhinoceros, with blunt, knobby toes and thick pads that cushion against the most uncomfortable surfaces. A single, curving hom that vibrates with stored sonic energy rises from the creature's snout. Gargurans are always willing to fight for the forces of good. In fact, they actually prefer a good battle to a peaceful day in the fie lds.

Combat A garguran 's tactics are usually dictated by the situation. If a celestial army needs a wall or gate brought down, its officers call for gargurans to reduce it to rubble. If a mount is needed in a pinch and a saddle of the right configuration is available, a garguran can serve as a steed. Left on its own in a fight, however, the creature simply tries to overpower foes with its gore and tramp le attacks. Sonic Horn (Ex): A garguran constantly generates sonic energy from somewhere in its oddly shaped skull. Its hom acts as a release channel for this pent-up energy, dealing an additional Id6 points of sonic damage with each successful gore attack. Trample (Ex): As a standard action during its turn each round, a garguran can trample opponents at least one size category smaller than itself. This attack deals 2d6+9 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a-4 penalty or a Reflex save (DC IS) for half damage. All-A round Vision (Ex): A garguran can see in all directions at once. Because of this ability, it gains a +4 racial bonus on Search and Spot checks, and it cannot be flanked. Ferocity (Ex) : A garguran is such a tenacious combatant that it continues to fight without penalty even while disabled or dying (see the Player s Handbook) . Outsider Traits: A garguran has darkvision (60-foot range). It cannot be raised or resurrected. Sturdy (Ex): Because of its natural gait, posture, and sure-footedness, a garguran is treated as a Huge creature when making an opposed trip attempt to avoid being tripped. (Thus, a Large garguran gains a +S size bonus on opposed trip attempts.) The creature is also entitled to the +4 stability bonus on such attempts because it has more than two legs. Thus, its total trip bonus is + IS. Skills: A garguran receives a +4 racial bonus on Balance checks because of its natural sturdiness.

Chapter Four: Creatures of the Upper Planes

Kranorn Huge Construct Hit Dice: 12dl0 (66 hp) Initiative: - I Speed : 50 ft. AC: 27 (- 2 size, - I Dex, +20 natural), touch 7, flat-footed 27 Attacks: Slam + 18 melee Damage: Slam 2dlO+16 FacelReach : lOft. by 20 ft J lO ft. Special Attacks: Toss, trample 2d8+ 16 Special Qualities: Construct traits, DR 10/+3, SR 25 Saves : Fort +4, Ref +3, Will +5 Abilities: Str 33, Dex 8, Con - , Int 10, Wis l3,Cha 1 C limaterrerrain : Any land or underground Organization: Solitary, pair, or squad (3- 5) C hallenge Rating: 9 Treasure: None Alignment: Always neutral good Advancement: 13-24 HD (Huge); 25- 36 HD (Gargantuan)

,

J

The great constructs known as kranoms are forged from mithral and heaven-wrought steel, tempered with pure mercy and touched with the purity of the heavens. Perhaps because of this fact, kranoms remain ever loyal to their creators, unlike their fiendish and arcane counterparts. The celestial component of their construction may also be what gives the kranom its intelligence and the quality of mercy for which it is justly famous. With its towering bulk, treelike legs, massive tusks, and long trunk, a kranom resemb les nothing so much as an elephant or mastodon made of silvery metal. Its nearly flat back provides a surprisingly stable battle platform for lesser celestials and chosen mortals alike. Kranoms are usually used as mounts and guards for the celestial host. In rare instances, a powerful celestial might use one as a personal mount. Kranoms are also as capable of long-term guarding assignments as any other construct, and powerful celestials frequently employ them in this role. Occasionally, a mortal servant of good is rewarded with a kranom companion to serve as a mount, guard, or protector. Such a companion is an obvious symbol of the favor of the Lords of Good. Kranoms behave in consistent and predictable ways, whether they are in the active service of celestials or not. They attack as ordered by good celestials or mortals, and they can readily discern whom they should obey in the case of conflicting instructions. Likewise, they can determine what course of action to take when confronted by a fallen celestial or other anomaly. Because of the mercy that was forged into their very forms, kranoms are perfectly willing to sacrifice themselves to save good mortals, even if no celestial has ordered them to do so. Un less it has direct orders to the contrary, no kranom ever stands idly by while a good creature is hurt or threatened; it always takes direct physical action on the victim's behalf.

Combat Made to protect and support groups of lesser celestials in combat, kranoms are rarely encountered alone. Groups offootsoldi ers in the celestial host, from paladriels to hound archons, ride kranoms into battle and direct their movements. These behemoths attack foes as directed by the celestials they support. If left on its own, a kranom simply charges, swinging its clublike trunk and destroying one foe after another until none are left in sight. Toss (Ex) : After a successful charge attack, a kranom can make a free trip attempt without provoking an attack of opportunity. If the kranom wins the opposed Strength check, the opponent is tossed into the air instead of being knocked prone. In the same round, it lands prone in any space that the kranom threatens (GM's choice) and takes Id6 points offalling damage in addition to any damage dealt by the charge attack. A target that is not flat-footed can land on its feet and avo id the falling damage with a successful Tumble check (DC 15). Tra mple (Ex): As a standard action during its tum each round, a kranom can trample opponents at least one size category smaller than itself. This attack deals 2d8+ 16 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 27) for half damage. Construct Traits: A kranom is immune to mind-affecting effects, and to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, abil ity damage, ability drain , energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. A kranom has darkvision (60-foot range).

Chapter Four: Creatures of the Upper Planes Construction A kranom 's body is sculpted from 5,000 pounds of steel and traces ofmithral, all of which must be found and forged in the celestial realm. A kranom costs 60,000 gp to create, including 2,000 gp for the body. Creating the body requires a successful Craft (annorsmi thing or weaponsmithing) check (DC 20) and a successful Knowledge (the planes) check (DC 25). The creator must be 16th-level, able to travel the planes, and able to cast divine spells. The process requires the spells animate object, bless, commune, prayer, and resurrection.

Living Flamestrike Huge Elemental (Fire, Good) Hit Dice: 12d8+48 (102 hp) Initiative: +6 Speed: 40 ft. AC: 22 (- 2 size, +6 Dex, +8 natural), touch 14, flat-footed 16 Attacks: 2 slams + 13 melee, or ignite + 13 ranged touch Damage: Slam 2d6+6, ignite 2d6 fire Face/Reach : 20 ft. by 20 ft J I5 ft. Special Attacks: Engulf, explosion, heat metal, ignite Special Qualities: DR 10/+2, elemental traits, fire subtype, SR 23 Saves: Fort +8, Ref + 14, Will +6 Abilities: Str 22, Dex 23 , Con 19, Int 8, Wis 14, Cha 17 Skills: Climb + 12, Concentration + I 0, Listen +8, Spot +8 Feats: Power Attack Climaterrerrain : Any land and underground Organization: Solitary or pair Challenge Rating: 12 Treasure: None Alignment: Always neutral good Advancement: 13- 24 HD (Huge); 25- 36 HD (Gargantuan) This incarnation of holy, cleansing flame can vaporize nearly everything in its path, leaving a 20-foot-wide trail of charred terrain in its wake. Thus, living flamestrikes are often used by celestials to clear the way for their regular armies. Preferred as enforcers by devas, planetars, solars, and other celestials that are resistant to fire, living flamestrikes enjoy the heat of battle and live to serve the causes of the upper planes. A living flamestrike resembles a 20-foot-diameter pillar of flame . Though it nonnally stands 60 feet tall , it can vary its height to fit within the vertical space of any chamber it enters. Its flames burn white, gold, red, and orange, and they constantly move and crackle with divine fury. Un like many elementals, the living Aamestrike possesses a strong moral compass. It is almost blindly devoted to the forces of good and fights only for their causes. Though it is a creature of fire, a living flamestrike is slow to anger and takes considerable time to build into a fury. Once it reaches that po int, however, its crackling flames and hissing voice take on a raging intensity. Living flamestrikes speak Celestial and Ignan.

Combat Living flamestrikes don 't hold back in combat. When fighting fo r a cause they believe in, they nearly always fight until destroyed. [n battle, a living flamestrike tries to use its engulf abi li ty every round if possible, lashing out with its slams only when an engu lf attack fai ls. Before closing to melee range, it uses its heat metal ability on heavily armored opponents and attempts to ignite any flammable materials. Living flamestrikes especially love to use this ability against spellcasters or on highly flammable materials such as stored oil. Engulf (Ex): A living flamestrike can simply move over creatures up to one size category smaller than itself as a standard action. This attack affects as many opponents as the living Aamestrike's body can cover. Each target can make either an attack of opportunity against the living flamestrike or a Reflex save (DC 20) to avoid being engu lfed. A successful saving throw indicates that the target has been pushed back or aside (target's choice) as the living flamestrike moves forward . Each engulfed creature must make a successful Reflex save (DC 20) or take 15d6 points of damage (halffire and half holy). Such a creature is not considered grappled or physically hindered in any way, so it may move out of the elemental 's body on its turn . Each round that it remains within the living Aamestrike, however, it must make a new Reflex save (DC 20) or take the same amount of damage. A living flamestrike cannot make a slam attack during a round in which it attempts to engulf. Explosion (Su): Once per day, the living flamestrike can unleash an explosion of holy fire in a 20-foot radius burst, centered on itself. Each creature in the area takes 10d6 points of damage (Reflex DC 20 half), half fire and half holy. Heat Metal (Su): Three times per day, the li ving Aamestrike can create an effect identical to that of a heat metal spell (caster level 10th). Ignite (Su): Once per round, the living flamestrike can attempt to strike an opponent with a lance of flame (range increment 60 ft.). Ifa ranged touch attack is successful, the target takes 2d6 points offire damage. A target that is wearing or carrying any flammable objects must

Chapter Four: Creatures of the Upper Planes also succeed at a Reflex save (DC 20) to avoid catching on fire. Failure indicates that the creature takes I d6 points of fire damage per round until it uses a full-round action to extinguish the flames. Elemental Traits (Ex) : A living f1amestrike is immune to paralysis, poison, sleep, and stunning. It is not subject to critical hits or flanking, and it cannot be raised or resurrected. The creature also has darkvision (60-foot range). Fire Subtyp e (Ex): A living f1amestrike is immune to fire damage but takes double damage from cold unless a saving throw for ha lf damage is allowed. In that case, the creature takes half damage on a success and double damage on a failure.

Watcher Scarab Diminutive Construct Hit Dice: 4dl0 (22 hp) Initiative: +2 Speed: lOft., fly 40 ft. (perfect) AC: 20 (+4 size, +2 Dex, +4 natural), touch 16, flat-footed 18 Attacks: Gore +6 melee Damage: Gore Id2- 1 plus I d6 electricity FacelReach: 2 112 ft. by 2 112 ft./O ft. Special Attacks: Electric shock Special Qualities: Construct traits, remote spells, transmit Saves: Fort + I, Ref +3, Will +4 Abilities: Str 9, Dex 14, Con - , Int - , Wis 17, Cha 7 Skills: Hide +22, Listen +7, Move Silently + 10, Spot +7

Climaterrerrain: Any land and underground Organization: Solitary C hallenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 5- 12 HD (Diminutive) These mobile scrying sensors serve as reconnaissance devices for celestial scouts. They are frequently sent to spy for celestial leaders who are having a difficult time penetrating the scrying wards frequently employed by demons, devils, and other enemies of the upper realms. Watcher scarabs are tied to their masters, so when one is spotted- which is rare--there 's sure to be a celestial behind its presence. The body of a watcher scarab resemb les a dull gray coconut. Inset in one end of its smooth, nearly spherical shell is a small piece of glass, which serves as its eye. Wings of nearly invisible gossamer propel the scarab along its way. Whi le the construct is actively watching for its master, its eye shimmers with a rainbow pattern like oil on water. Each watcher scarab must be bonded to a master-either the creator itself or another individual- at its creation. Breaking the bond between watcher and master usually involves destroying one or the other.

Combat Watcher scarabs are designed to watch. If discovered, they are programmed to flee to their masters. If a watcher scarab is cornered or trapped, a small, stone hom springs from a hidden receptacle in its body, crackling with electricity. The scarab attacks with this horn only until an avenue for escape presents itself, at which point it flees. Electric Shock (Ex): A watcher scarab generates a slight electrical charge that it can channel through its horn. Any creature struck by the scarab's gore attack takes 1d6 points of electricity damage in addition to the normal damage dealt by the hom. Construct Traits: A watcher scarab is immune to mind-affecting effects, and to poison, sleep , paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain , energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. A watcher scarab has darkvision (60-foot range). Remote Spells (Ex) : A watcher scarab can be the subject of spells that its master casts on himself or herself. Any spell with a range of touch or personal that can affect constructs also affects the scarab if it is within I mile of its master when he or she spell is cast. Typical spells cast to facilitate the scarab's information search include invisibility, expeditious retreat, and shield. Transmit (Su): A watcher scarab can 't speak, but it has a telepathic link with its master that extends out to a distance of 1 mile. The master can give the scarab simple, one-word instructions (such as "Stop," "Hide," or "Flee") through this link. In addition, this telepathic link enables the watcher scarab to transmit everything it sees and hears back to its master. This ability functions in a manner similar to that of a scrying sensor. Skills: A watcher scarab receives a +8 racial bonus on Hide and Move Silently checks, and a +4 racial bonus on Listen and Spot checks.

.,. Appendix I .,.

Archangels The mightiest servants of the Lords of Good are the archangels, who command the celestial hosts. The majority ofleadership positions within the celestial hierarchy are filled by archangels. Because of this status and incredible powers, archangels are among the greatest powers in the multiverse.

-- Rise & Fall -Archangels oversee all the business of the celestial host. They coordinate and train the celestial forces, allocate resources to fight evil, and lead the host to war as needed. One archangel, chosen by the Lords of Good, heads this hierarchy. This chief of the archangels serves at the pleasure of the Lords of Good, usually until he or she either falls from grace or is killed. On occasion, however, the leadership changes simply because the Lords of Good have decided that an emphasis on some other aspect of goodness is needed, and another leader would better embody that ideal.

The Archangel Iblis The mightiest and most famous of the archangels was Iblis, who headed the celestial hierarchy for eons. It was he who put down the legendary revolt of the Divs and elevated the malakim to the celestial host. Eventually, however, Iblis 's pride of position led to his fall from grace.

The Revolt of the Divs Long ages past, an ancient race of fire-born creatures called the Divs grew strong in numbers and mighty in both magic and combat. These creatures, native to the upper realms, were the first of geniekind, and the various Div tribes included the creatures now known as djinn, efreet, marids, and daos, as well as other, lesser-known kinds of genies. Their caliph, a marid named Gian ben Gian, thought his people a match for the gods themselves and organized a rebellion. But in his hubris, he had greatly overestimated the strength of his people. Although the Divs had grown more powerful than ever before, even their ancient magic was but a silver of the power wielded by the gods. When the Divs began preparing to march against the Lords of Good, only one tribe remained opposed to rebellion. The tribe that stood apart, a clan of sage-smiths known as the malakirn, sent emissaries to the caliph urging him to abandon his foolish plan. Such obstinacy from one of the mightiest of the Div tribes disturbed the caliph greatly, for he knew that the coming battle would be much more difficult without their support. So Gian ben Gian and his followers began to court the malakim, promising them many favors in return for their support. But the sage-smiths spurned every offer, making it clear that they remained loyal to the lords of the upper realms. As the plans for war progressed, the other Divs began to treat the malakim with derision and hostility, but the latter never once turned from the path that they knew was right. When the celestial host, led by the archangel Iblis, inevitably set out to crush the Div rebellion, many eyes turned to see what the malakim would do. Although even they did not hold enough power to match the assembled host, celestials and Divs alike knew that the battle would be much closer should the malakirn side with the rebels. When the day of battle dawned, the malakirn donned their armor, prepared their most powerful magic, and took the field against their own people. As the battle raged, the rebelling Divs focused the brunt of their attacks against the malakirn, blaming the loyal tribe for splitting their people and trying to ruin what chance the Divs had to rule in the place of the gods. The caliph, meanwhile, strove against Iblis in single combat, hoping to wrest victory from almost certain defeat by slaying the leader of the celestial host. Their personal battle released such a maelstrom of hol y fire and magical energy that the pure marble ofGian ben

Gian 's massive palace caught fire . As the stone burned around the struggling pair, the archangel's sword finally reached the heart of the caliph. But rather than end the torrent of fire , Iblis poured the co llected might of the higher realms into the palace, seeking to end forever the Divs' delusion that they were powerful enough to challenge the Lords of Good. The palace became the caliph 's funeral pyre, and its holy flame cleansed all evil from the area. To this day, so much sacred energy suffuses the site that it is suitable as a location for reforging (see Reforged in Appendix II : Templates). With their leader dead, the Divs were quickly defeated. Judgment fell on the rebellious genies, who were dispersed throughout the planes, the power of their ancient civilization forever broken. In the instant of their fall , the hallowed witnesses (see C hapter T hree: CelestiaJs) were brought into being. Their creation was an acknowledgement by the Lords of Good that something must be done to prevent the gradual corrosion of sentient creatures ' souls by the forces of evil. Iblis named the malakim the Unfallen and offered them a place among the celestials they had come to aid. Though they accepted this honor, the guilt and remorse they felt about their people's rebellion and subsequent fall diluted their joy in the victory. To this day, the Unfallen still carry the pain of the Divs' decision to tum away from the service of the Lords of Good, and they consider oath breakers the worst of criminals.

The Fall ofIblis [blis himself continued to hold the leadership position among the archangels for centuries thereafter, maintaining the fight against the forces of evil throughout the planes. But even the mightiest of good creatures is not immune to the power of evil. When Iblis learned that he and the celestial host must serve the newly created mortal races on the Material Plane, his pride stood in the way of his goodness. lblis denounced the decision made by the Lords of Good, turning to his fellow archangels for support in opposing the edict. It was Mika'il, an archangel who had fought beside the mighty Iblis for eons, who first spoke against the chief of the archangels, reminding him of the nobility of serving in good faith. When lblis rose from that meeting to cry out against the gods, Mika'il foresaw the outcome. He called Raguel, a fellow archangel known as the Vengeance of the Heavens, to his side to oppose Iblis should he give voice to his rebellion. But the mighty Iblis was not to be swayed. He gathered his supporters and challenged the supporters of the Lords of Good on the battlefield. A..'ter a prolonged combat, Iblis and his followers were defeated. Once again, the judgment of the Lords of Good called for casting down the perpetrators, and thus the mighty lblis fell , along with those celestials who had supported him (see Legions ofHell for more information on Iblis and his fallen brethren). At that point, the rest of the hallowed (see C hapter T hree: Celestials) were brought into being, to ensure that a complete path to redemption existed for all souls that strayed. The leadership of the archangels fell to Mika ' il for his wisdom and mercy, and he still holds that position today. Raguel, his friend and ally, and Gabriel, the archangel of revelation, support his leadership and provide advice.

Appendix I: Archangels

.-. Sample Archangels .-. Each archangel is an individual with a particular mission and area of control. As such, each has different powers, abilities, and vulnerabilities than the others. This section presents full statistics for two archangels: Mika 'i l and Gabriel. The GM can create additional archangels as desired using these two as a foundation. Each archangel has a unique combat strategy based on his or her particular strengths. All have the following qualities in common, however.

Archangel Abilities Archangels have all the traits common to other celestials, but usually in greater measure than their lesser counterparts do. Each archangel has the following special attacks and special qualities. Aura of Menace (S u): A righteous aura surrounds any archangel that fights or becomes angry. Each hostile creature within a 20-foot radius of the angel must succeed at a Will save (DC 10 + one-half archangel 's H it Dice + archangel's Chari rna modifier) or take a - 2 penalty on attack rolls, AC, and saves for one day or until it successfully hits the archangel generating the aura. A creature that has resisted or broken the effect cannot be affected again by that archangel's aura for one day. Archan gel Traits: An archangel can speak with any creature that has a language, as though using a tongues spell (caster leve l 20th; always active). It can also produce a teleport without error effect (caster level 20th; self plus 100 pounds only) at will. An archangel is immune to acid, cold, electricity, and petrification, and it has fire resistance 50 and sonic resistance 50. It has low-l ight vision, darkvision (I 20-foot range), and a +4 racial bonus on Fortitude saves against poison . Protective Aura (S u): An archangel is always surrounded by a nimbus of light with a radius of 60 feet. All creatures within this area are affected as ifby a magic circle against evil spell (caster level 20th) as well as a globe of invulnerability spell (caster level 20th). The protective aura can be dispelled, but the archangel can reactivate it on the following round as a free action.

Mika'il, Archangel of Righteousness Large Outsider (Good, Lawful) Hit Dice: 40d8+360 (540 hp) Initiative: +9 Speed: 50 ft., fly 150 ft. (perfect) AC: 48 (- I size, +9 Dex, +25 natural, +5 deflection), touch 23 , flat-footed 39 Attacks: Huge +5 brilliant energy holy bastard sword +57/+52/+47/+42 melee Damage: Huge + 5 brilliant energy holy bastard sword 2d8+26 plus 2d6 holyl17-20 FacefReach : 5 ft. by 5 ft J IO ft. Special Attacks: Aura of menace, spell-like abilities, spells Special Qualities: Archangel traits, DR 35/+5, immunities (acid, cold, electricity, petrification), outsider traits, protective aura, resistances (fire 50, sonic 50), SR 50, regeneration 20 Saves : Fort +41, Ref +41 , Will +42 Abilities: Str 39, Dex 29, Con 28, Int 30, Wis 31 , Cha 30 Skills: Balance +53 , Concentration +49, Diplomacy +54, Hide +45 , Intuit Di rection +50, Jump + 18, Knowledge (arcana) +50, Know ledge (history) +50, Knowledge (nature) +50, Know ledge (nobi lity and roya lty) +50, Knowledge (reli gion) +50, Knowledge (the planes) +50, Listen +50, Move Silently +49, Search +50, Sense Motive +80, Spell craft +50, Spot +50, Tumble +49 Feats: Cleave, Combat Reflexes, Dodge, Exotic Weapon Proficiency (bastard sword), Expertise, Great Cleave, Improved Critical (bastard sword), Mobility, Power Attack, Spring Attack, Sunder, Whirlwind Attack

C limatelTerrain : Any land or underground Organization : Solitary C hallenge Ratin g: 36 Tr easure: No coins, double goods, standard items Alignment: Lawful good Ad vancement: By character class Mika'il, the archangel of repentance, righteousness, and mercy, ranks among the greatest and most powerful servants of good. His history is nearly as long as time itself. Mika 'il has battled the most powerful lords of hell and the greatest masters of the abyss, but whenever he has taken the field, good has always emerged victorious. Despite Mika'il's martial prowess, however, his true role is to grant mercy and show good creatures how to hope. Mika' il resembles a 7-foot-tall, winged human male of great beauty. Few creatures can stand his unshielded presence, for the glory of the heavens shines forth from his entire body. Mika' il's wings are broader than his frame is tall, and he carries a long, slender sword called Fellwraith and the Scales of Judgment, an artifact designed to weigh the souls of both mortals and immortals. Mika' il wears shimmering white celestial robes, and a thin go lden circlet adorns his brow. Mika' il fought beside the mighty fblis for eons, until the latter grew too prideful to serve lesser creatures. When fbli s rebelled, Mika' il and his allies stood against him and won the day. When the time came for the Lords of Good to choose a replacement for fbI is as chief of the archangels, they passed over Raguel, who was perhaps the mightiest of the remai ning archangels, and selected Mika' il because of his wisdom and mercy.

Appendix I: Archangels Combat Unlike many celestials, Mika'i l never hesitates to fight creatures be knows to be evil. As the bearer of the scales ofjudgment, he knows with perfect accuracy wbether a creature might repent its evil and turn to the side of good, or wbether it is so steeped in evil that there is no possibi lity of redemption. This knowledge makes Mika' j] a terror on any battlefield- not only is he one of the mightiest beings ever to draw a weapon against evil, but he is also free of doubt about the righteousness of his actions. Almost invariably, Mika'il offers the most powerful scion of evil present the chance to decide the battle by single combat with him, in the hope of sparing other good creatures the hardships and dangers of battle. But hi s foes rarely accept such a challenge, for they are well aware of Mika' il 's thousands of victories over many, many ages. Though he would prefer to spare other good creatures the dangers of war, he knows that he cannot fight every battle alone. Thus, wben he leads the celestial host to war, hi s fe llow archangels Raguel and Gabriel are by bis side, along with several solars, a few etemals, and numerous lesser celestials. Aura of Menace (Su): A righteous aura surrounds Mika' il when he figbts or becomes angry. Each hostile creature witbin a 20-foot radius of him must succeed at a Will save (DC 39) or take a - 2 penalty on attack rolls, AC, and saves for one day or until it successfully hits Mika ' il. A creature that has resisted or broken the effect cannot be affected again by Mika ' il's aura for one day. Spell-Like Abilities: Always active-detect evil, detect snares and pits, discern lies, see invisibility, true seeing; at will-aid, commune, freedo m, greater dispelling, holy smite, imprisonment, improved invisibility, greater restoration, heal. mass charm, power word blind, power word kill, prismatic spray, resurrection, sanctify, summon monster IX wall afforce; 3/day- wish. Caster level 20th; save DC 20 + spell level. Always-active effects can be di spelled, but Mika ' il can reacti vate one every round as a free action. Spells: Mika ' il can cast di vi ne spells as a 20th-level cleric. He has access to spells from the Air, Good, Law, Knowledge, and War domains (spells/day 6/8/8/7/7/7/6/5/5/5; save DC 20 + spell level). Archangel Traits: Mika' il can speak with any creature that has a language, as though using a tongues spell (caster level 20th; always active). He can also produce a teleport without error effect (caster level 20th; self plus 100 pounds only) at will. He has low-light vision, darkvision (120-foot range), and a +4 racial bonus on Fortitude saves against poison. O utsider Traits: Mika' il has darkvision (60-foot range). He cannot be rai sed or resurrected. P rotective Aura (S u): Mika' il is always surrounded by a nimbus of ligbt witb a radius of 60 feet. All creatures witbin this area are affected as ifby a magic circle against evil spell (caster level 20th) as well as a globe of in vulnerability spell (caster level 20th). The protective aura can be dispelled, but Mika ' il can reactivate it on the fo llowing round as a free action. Regeneration (Ex): Mika' il takes normal damage from unhol y weapons of at least +5 enhancement.

The Scales ofJudgment After the fa ll of [blis, the lords oftbe higher realm gifted the new leader of the archangels witb this powerful tool of good to ensure tbat their most powerful servant would be better able to tell right from wrong. The scales' primary purpose is to weigh the souls of tbe deceased and send them to their proper place in the afterworld. Only the chief of the archangels can activate this function of the scales. However, tbey also have other powerfu l magical abilities tbat are useful in combating evil. The scales ofjudgment grant their possessor a +30 bonus on Sense Moti ve checks, a +5 deflection bonus to Armor c1!!ss, and a bonus equal to tbe user 's Charisma bonus on all saving tbrows. In addition, the bearer can use weight ofsin (caster level 20th) at will and wrath of the heavens (caster level 20th) three times per day. Finally, any creature holding the scales ofjudgment knows instantly whether or not every other creature within 60 feet is evil. This abili ty otherwise functions like the detect evil spell, except that the user gets all the possible information that the spell can gran t instantly, without concentrating, and there is no chance of being stunned when overwhelming evil is detected.

Appendix I: Archangels Fellwraith, the Light of Repentance Mika'il's most potent melee weapon is an intelligent Huge +5 brilliant energy holy bastard sword. Eons past, Mika'il and Nergal, the fetid prince (a powerful devil in the service of Beelzebub, Lord of the Seventh Circle) battled for the sou l of a repentant archpriest whose name is lost to antiquity. Although Mika'il was victorious in tbeir confrontation, Nergal managed to shatter the archangel's weapon before being banished back to tbe lower planes. Fellwraith was forged shortly thereafter, as a replacement. Fellwraith is a lawful good bastard sword with Intelligence 20, Wisdom 22, Charisma 19, and the ability to speak Auran, Celestial, Common, Elven, Ignan, and Infernal. It has telepatby, and it grants its wielder the evasion ability and the use of the Sunder feat. Fellwraith can use the Intuit Direction skill witb a + 16 bonus. In addition , the sword can use shield (wielder only, 20 minutes/use) three times per day, haste (wielder only, 20 rounds/use) twice per day, and detect thoughts (100-ft. range, I minute/use) once per day.

Gabriel, Archangel of Revelation Large Outsider (Good, Lawful)

..

'It \~ f

.' I! '



• I

f\H

'...it, ,••

Hit Dice: 38d8+456 (627 hp) Initiative: + 12 Speed : 50 ft., fly 90 ft. (perfect) AC: 42 (- I size, +8 Dex, +25 natural), touch 17, flat-footed 34 Attacks: Large +5 holy keen longsword +51 /+46/+41/+ 36 melee, or Huge +3 flaming burst mighty composite longbow (+5 Str bonus) +47/+42/+37/+32 ranged, or spell +45 ranged touch Damage: Large +5 holy keen longs word 2d6+20 plus 2d6 boly/ 15- 20, Huge +3 flaming burst mighty composite longbow (+5 Str bonus) 2d6+8 plus I d6 fire/x3 , by spell Face/Reach: 5 ft . by 5 ft J I ft. Special Attacks: Aura of menace, aura of truth, spell-like abilities, spells, word oftbe most holy Special Qualities: Archangel traits, DR 40/+5, immunities (acid, cold, electricity, mind-affecting effects, petrification, sonic), inspiring presence, intuitive linguist, outsider traits, protective aura, resistance (fire 50), regeneration 20, SR 47 Saves: Fort +33, Ref +29, Will +34 Abilities: Str 30, Dex 27, Con 35 , Int 28, Wis 36, Cha 31 Skills: Bluff +51 , Concentration +53, Craft (weaponsmithing) +29, Diplomacy +59, Hide +38, Intimidate + 14, Knowledge (arcana) +50, Knowledge (architecture and engineering) +44, Knowledge (geograpby) +44, Knowledge (history) +45, Knowledge (religion) +50, Knowledge (the planes) +50, Listen +54, Move Silently +38, Perform +30, Search +39, Sense Motive +54, Spellcraft +50, Spot +54 Feats: Alertness, Blind-Fight, Dodge, Improved Critical (Iongsword), lmproved Initiative, Leadership, Mobility, Power Attack, Quicken Spell-Like Ability, Spring Attack

°

Climaterrerrain: Any land and underground Organization: Solitary or flight (Gabrie l plus 2d4 solars, 4d6 planetars, and 10-100 arcbons and devas) Challenge Rating: 35 Treasure: No coins, double goods, standard items Alignment: Lawful good Advancement: By character class Second only to Mika'il in the celestial hierarchy, Gabriel is the messenger of the heavens and the berald of the upper realms. He commands the most powerful armies of the higber planes and often appears in battle at the side of Mika ' il himself. Gabriel also acts as the personal messenger of the Lords of Good, bringing their word to mortals in ways they cannot ignore or deny. He is capable of bestowing the grace of the upper realms upon mortals he meets, but he is also the archangel sent when the Lords of Good have determined that a group or power should be completely annihilated. The herald of the upper realms is one of the most majestic creatures ever to grace the planes. In his true form, Gabriel looks every inch the servant of heaven, with his golden skin, tawny hair, and large, white wings. He wears simple robes of the purest white, belted with a golden cord. But the arcbangel usually takes on other forms when be visits mortals or carries messages to other planes, altering his shape as necessary to suit his particular mission. The one common feature in all his guises is the badge of his office--his golden born. He often alters the trumpet's appearance to suit his own--cbanging its size, making it appear to be of inferior quality, or even disguising it as a hom-shaped piece of jewelry-but it is always there. The vast majority of Gabriel 's responsibilities relate to his role as a messenger. Whether be visits vengeance on the unrighteous, brings death to someone whose time has come, grants beavenly mercy to a repentant creature, or offers a gift of revelation to a chosen mortal, the

Appendix I: Archangels archangel 's presence always indicates some momentous change in the works. Gabriel rarely makes his angelic nature known when he is acting as a herald, but he reverts to his natural form quickly when there is no further need for subterfuge. When he leads the armies of the upper realms against their foes , Gabriel is implacable. Like Mika ' il, Gabriel has never been defeated in battle, and even the great legions of the lower planes tremble when they hear the clarion call of his hom. In some cultures, Gabriel is revered as libraiil and has a fema le form. Gabriel speaks all languages (see intuitive linguist ability, below).

Combat Gabriel always begins a battle by sounding his hom. He then attacks any creatures who have failed to succumb to its power with his spells and spell-like abilities from a distance. He does not shirk from melee combat, however, and ifforced to engage a foe hand-to-hand, he wields his longs word without hesitation. Aura of Menace (Su): A righteous aura surrounds Gabriel when he fights or becomes angry. Each hostile creature within a 20-foot radius of him must ucceed at a Will save (DC 39) or take a - 2 penalty on attack rolls, AC, and saves for one day or until it successfully hits Gabriel. A creature that has resisted or broken the effect cannot be affected again by Gabriel's aura for one day. Aura of Truth (Su): Gabriel continuously emits a zone o/truth effect in a 40-foot radius. This ability otherwise functions like the spell of the same name (caster level 20th). The aura of truth can be dispelled, but Gabriel can reactivate it on the following round as a free action. Spell-Like Abilities: At will-aid, banishment, commune, continualJiame, dimensional anchor, dispel evil,Jiamestrike,forbiddance, greater dispelling, greater restoration, heal, holy smite, improved invisibility (self only), plane shift, remove curse, remove /ear, resist elements, restoration, speak with dead, summon monster IX; 3/day-dominate monster, earthquake,/orcecage, greater restoration, holy aura, mass charm, meteor swarm, miracle, permanency, power word blind, power word kill, power word stun, symbol, true resurrection; I/day-gate, mass heal, storm o/vengeance. Caster level 20th; save DC 20 + spell level. Spells: Gabriel can cast divine spells as a 20th-level cleric. He has access to spells from the Good and Law domains (spells/day 6/9/8/8/8/8/ 6/6/6/6; save DC 23 + spell level). Word of the Most Holy (Su): Once per week, Gabriel can speak a word that is unbearable to mortal ears and capable of massive destruction. When he activates this ability, it simultaneously causes several effects that resemble those of spells (all caster level 20th), except as noted. The ground within a I-mile radius of Gabriel reacts as if subjected to a maximized earthquake spell, and all creatures within that same radius are affected as ifby a maximized holy smile spell. In addition, all creatures within a 60-foot radius of Gabriel are affected as if by a maximized holy word spell. Archangel Traits: Gabriel can speak with any creature that has a language, as though using a tongues spell (caster level 20th; always active). He can also produce a teleport without error effect (caster level 20th; self plus 100 pounds only) at will. He has low-light vision, darkvision ( 120-foot range), and a +4 racial bonus on Fortitude saves against poison.

'it

Inspiring Presence (Su): Gabriel inspires all allies within 60 feet that can see him, granting each a +2 competence bonus on attack and damage rolls, saving throws, and ski ll checks. Intuitive Linguist (Su): Gabriel can speak, understand, and write any language he has heard another creature speak for at least 1 round. He also ga ins this same understanding of a new language if he can study a writing sample that includes at least twenty different words for 1 minute. His knowledge of a new languages never fades. Outsider Traits: Gabriel has darkvision (60-foot range). He cannot be raised or resurrected. Protective Aura (Su): Gabriel is always surrounded by a nimbus of light with a radius of 60 feet. All creatures within thi s area are affected as ifby a magic circle against evil spell (caster level 20th) as well as a globe o/invulnerability spell (caster level 20th). The protective aura can be dispelled, but Gabriel can reactivate it on the following round as a free action . Regeneration (Ex): Gabriel takes normal damage from unholy weapons of at least +5 enhancement.

Gabriel's Horn Gabriel created this powerful artifact when the planes were still half formed . Only he knows its true name (H'aaliarquiella). The hom is an intelligent magic item that is both the archangel 's most potent weapon and his longtime companion. Gabriel's hom has an lntelligence of20, a Wisdom of24, and a Charisma of 19; its ego is 40. It is lawful good, and although it can communicate telepathically as well as through speech, it usually speaks only telepathicall y to Gabriel, preferring to let him talk for both of them. The hom also has a special purpose: to aid Gabriel while he serves the Lords of Good. Once, when he was young, the archangel briefly strayed from this path, and his hom was lost to him during that time. Should he stray again, the same is sure to happen. Gabriel 's hom grants him the benefits of the true seeing spell (divine version) at will, the haste spell (self only) twice per day, and the clairaudience/clairvoyance spell three times per day. It also grants him evasion, uncanny dodge (as a 5th-level barbarian), the ability to detect secret doors and magic at will, and the ability to survive without food or sleep while it is in his possession. Furthermore, he can disguise the hom at will, altering its shape and appearance as though with the polymorph any object spell (caster level 20th), although it must always resemble a hom. Finally, Gabriel can call the hom to his side at will, regardless of the distance that separates them, even if the hom is on another plane. The artifact can also produce any of several unique effects when Gabriel blows a blast upon it. Each time he sounds his hom, every opponent within 30 feet must make a successfu l Fortitude save (DC 25) or be stunned for I d4 rounds. Three times per day, he can blow a single long blast on the hom to duplicate the effect ofa destruction spell (caster level 20th). Finally, once per week, Gabriel can blow a short, triumphant burst on the hom to call 1d2 solars, Id4 planetars, 2d6 archons, and 2d6 devas to his side. Caster level: 20th; Weight: 15 Ibs.

:~ " T"j ~

I'

j

t It I I

.,,

h~ ~"



1





, ..

.

~

I

.,. Appendix II .,.

Templates The following templates can be applied to existing creatures according to the limitations set out in the individual descriptions. GMs can use these templates to increase the diversity of creatures from the celestial realms .

. . Half Celestial Dragons . . Like other dragons, a celestial dragon can crossbreed with virtually any creature. Because of its good alignment, such a dragon tends to take the relationship that produces such offspring much more seriously than other dragons do. Most half-celestialdragons are the results of celestial dragon s pairing with celestials, but a fair number also arise from relationships with creatures from the mortal realm. The half-dragon children of a celestial dragon are likely to be raised by their dragon parent or by both parents together. Like other half-dragons, a half-celestial-dragon di splays some physical manifestations of its heritage, such as scales, elongated features , reptilian eyes, or exaggerated teeth and claws.

Special Attacks As with a normal half-dragon, the base creature retains all its special attacks and also gains a breath weapon useable once per day. A half-celestial-dragon has the same energy breath weapon as its dragon parent-a 30-foot cone that combines two different energy types, as given on the following table. 1n each case, half of the damage is of the first energy type and half is of the second.

Special Q!alities A half-celestial-dragon's energy immunities depend on the nature of its dragon parent, as given in the table below. As with normal half-dragons, the base creature retains all its special qualities and gains low-light vision, darkvision (60-foot range), and immunity to sleep and paralysis.

Creating a

Half...Celestial.,Dragon

Advancement

To create a half-celestial-dragon, apply the half-dragon template from the MMto any eligible creature, but make the following changes.

The various half-celestial-dragons have different favored classes, as given in the table below.

Half Dragon Powers Dragon

Breath Weapon

Damage (DC)

Immunity

Favored C lass

Dream Glory Radiant

Electricity and cold Electricity and sonic Electricity and fire

4d 12 ( 19) 4dl2 (20) 4dl2 (22)

Electricity and cold Electricity and sonic Electricity and fire

Sorcerer Bard Avatar

. . Reforged . . Good creatures, celestials and mortals alike, work tirelessly to help other creatures make proper moral choices and follow the standards set by the Lords of Good. Every day, their patience and humility lead creatures whos souls were once stained with the blackest evil to change their ways and embrace civilized and moral behavior. But such efforts, although they provide a bright counterpoint to the activities of the fiends who tempt mortals into sin, are not sufficient to turn the tide against evil. Occasionally a single evil creature has such personal power, influence, or potential for doing good that powerful celestials intervene to change its ways. With the sanction of the Lords of Good, such a creature may be forcibly taken to one of several sites infused with the force of pure good. There, plates of heaven-forged steel are fused to its ski n, and its alignment is irrevocably changed to good . Creatures that undergo this reforging process often become listless and unfocused, but their devotion to the cause of good never falters once they have been so transformed.

Creating Reforged Creatures "Reforged" is a template that can be added to any evil, corporeal aberration, animal, beast, dragon , giant, humanoid, magical beast, monstrous humanoid, or outsider. A reforged creature's type remains the same as the base creature's, but ifhad the evil subtype, that changes to good. The thick armor plates fused to its flesh give a reforged creature's face and body a chiseled look, and its skin tone often takes on a slightly gold or bronze hue. A reforged creature uses all the base creature 's statistics and special abilities except as noted here. AC: The base creature's natural armor bonus increases by +4. Attacks: If the base creature did not already have either a slam or a claw attack, it gains a slam attack now in addition to its normal attacks.

Appendix II: Templates Damage: If the base creature has gained a new slam attack from the reforged template, use the base damage given on the table below. If it already had a slam or claw attack, use either its nonnal base damage or the value given on the table, whichever is greater, for that attack.

Slam Damage Size

Slam Damage

Fine Diminutive Tiny Small Medium-size Large Huge Gargantuan Colossal

Id2 Id3 Id4 Id6 Id8 2d6 2d8 4d6

Special Attacks: A reforged creature retains all the base creature's special attacks (though any that specifically affect good creatures are altered; see Tum on Evil, below) and also gains the fo llowing attacks. Conduit 0/ Purity: The sacred power of the higher realms flows through the reforged creature 's body. Three times per day, it can channel this power to produce anyone of the following effects. Aura 0/ Purity (Su): When this ability is active, each evil creature within 10 feet of the reforged creature must make a Fortitude saving throw (DC 10 + one-half reforged creature's Hit Dice + reforged creature 's Charisma modifier) or take I d6 points of hol y damage. This aura lasts for 10 rounds plus I round per point of the reforged creature 's Constitution bonus.

descriptor is lost. If there is an analogous effect with the good descriptor, the creature gains that ability in place of the one that was lost; otherwise the abili ty is simply gone. All other parameters for use of the abili ty remain the same. For example, the magic circle against good spell-like ability becomes magic circle against evil, and the desecrate spell-like ability becomes hallow. Any other special attack or special quality the base creature had that specifically hanned good creatures, aided evi l creatures, dealt unholy damage, or made the creature especially vulnerable to holy damage now works in the same manner but with respect to the opposite alignment or damage descriptor. If the base creature was a spell caster, spells with the evil descriptor in its spell book or memory are replaced with the analogous good spells, or simply lost ifno such replacements exist. Uncorrupted (Ex): The reforged creature's perfected soul has been hardened against mental control, granting it a +8 bonus on Will saves made to resist mind-affecting spells and effects.

Saves: Same as the base creature, adjusted for new ability scores. Abilities: The reforged creature's ability scores change from those of the base creature as follows: Str +4, Con +4, Int -4 (minimum I), Cha -4 (minimum I). Skills: Same as the base creature, adjusted for new ability scores. The drop in Intelligence does not retroactively remove skill points spent. Feats: Same as the base creature, adjusted for new ability scores. Climaterrerrain : Same as base creature and underground. Organization: Same as the base creature. Challenge Rating: Same as the base creature + 1.

Know Taint (Ex) : This ability functions like the detect evil spell, except that it cannot be dispelled or suppressed (in an antimagic field, for example), and it does not require concentration to use. This effect lasts I minute plus I minute per point of the reforged creature's Constitution bonus.

Treasure: Same as the base creature.

Sacred Blade (Su): One natural or manufactured weapon of the reforged creature's choice deals an extra 2d6 points of holy damage with each successful hit against an evil creature. This effect lasts I minute plus I minute per point of the reforged creature's Constitution bonus, but it ends immediately if the weapon leaves that creature's hand. A reforged creature can imbue multiple weapons or natural attacks with this power through multiple u es of this ability.

Level Adjustment: A reforged creature has a +3 level adjustment.

Sacred Shield (SlI): The reforged creature gains a +4 deflection bonus to Armor Class that lasts I minute plus I minute per point of the creature's Constitution bonus.

Special Q ualities: If the base creature could summon evil creatures, the reforged creature loses that ability. Otherwise, it retains all the base creature's special qualities (though any that specifical ly affect good creatures are altered; see Tum on Evil , below) and also gains the fo llowing abilities. Fortification (Ex) : The plates of heaven-forged steel fused to a reforged creature's skin protect its vital areas and make it less vulnerable to critical hits and sneak attack damage. Whenever a critical hit or sneak attack is scored on the reforged creature, there is a 25% chance that the extra damage is negated and damage for the attack is instead rolled normally. Turn on Evil (Ex) : Any special ability the base creature had that duplicates or mimics the effect ofa spell with the evi l

Align ment: The base creature's moral alignment component changes to good. Adva ncement: Same as the base creature.

Sample Reforging Locations The reforging process must be carried out at a site infused with good magic. The two examples described below can be placed in nearly any game world, or they can serve as guides for creating such a site that is unique to your own world.

Shalbeya's Footfall The blessed Shalbeya, saint of hope and revelation, unlocked the secret path of ascension after much sacrifice and contemplation. But she was. not the only one who had sought that secret. The devil Maelcrexis, a comugon of unusual size and power, knew instantly when Shalbeya's revelation occurred, and he rushed to the scene, hoping to steal the secret. Though mostly metaphysica l in nature, the path required two physical foo tsteps at the start of the journey. As the saint rose and took the first of those steps, the power of ascension began to flow into and through her body. Maelcrexis appeared just as Shalbeya moved to take the second and final mortal footfall on the path. Sensing that he was too late to wrest the secret from the woman,

..

:~

\:. rl

, ,'

~

I I

.'

Appendix II: Templates he struck her down before she could complete the second step. As she died, Shalbeya's budding immortal power infused everything around her with power and purity, including the foul Maelcrexis himself. When Mika' illater learned of the event, he searched out Maelcrexis and found him wandering and broken. After weighing the devil's soul on the scales of j udgment, the archangel dragged him back to the spot ofShalbeya's first footfall and reforged him into an adherent of righteousness.

The Pyre of Gian ben Gian When the Divs rebelled against the gods (see Appendix I: Archangels), the lords of the higher realms answered by sending Iblis, the mightiest of the archangels, to put down the uprising. When Iblis defeated Gian ben Gian, the Div caliph, in single combat at his palace, the resulting torrent of holy fire ignited the edifice and burned it to the ground. This holy energy cleansed all evil from the area, and even today the site still shines with the might of pure good.

Sample Reforged Creatures The following samples use a gnoll and a unique advanced comugon as the base creatures.

Reforged Gnoll Medi um-Size Humanoid (Gnoll) Hit Dice: 2d8+6 ( 15 hp) Initiative: +0 Speed: 20 ft. (with armor), base 30 ft. AC: 21 (+5 natural, +4 scale mail, +2 large steel shield), touch 10, flat-footed 21 Attacks: Slam +5 melee, or battleaxe +5 melee, or shortbow + I ranged Damage: Slam I d6+4, battleaxe Id8+4/x3, or shortbow ld6/x3 Face/Reach: 5 ft by 5 ft.l5 ft. Special Attacks: Conduit of purity Special Qualities: Fortification, tum on evil, uncorrupted Saves: Fort +6, Ref +0, Will +0 Abilities: Str 19, Dex 10, Con 17, Int 4, Wis II , Cha 4 Skills: Listen +3, Spot +3 Feats : Power Attack Climate!rerrain: Temperate or warm land and underground Organization: Solitary, pair, gang (2- 5), band (10-100 plus 50% noncombatants plus I 3rd-Ievel sergeant per 20 adults and I leader of 4th-6th level), or tribe (20-200 plus I 3rd-Ievel sergeant per 20 adults, I or 2 lieutenants of 4th or 5th level, I leader of 6th-8th level, and 6-10 dire lions; an underground lair also has 1- 3 reforged trolls) C hallenge Rating: 2 Treasure: Standard Alignment: Usually chaotic good Advancement: By character class Once servants of evil, but now footsoldiers in the armies of good, reforged gnolls make effective elite shock troops in large armies. They can also serve as competent guards for more intelligent good creatures. A reforged gnoll stands 7 1/2 feet tall. Its greenish-gray skin is tinted with gold and made angular by the fusion of heaven-forged steel plates to its flesh . The creature's fur can be any shade from reddish-gray to gold or bronze. A reforged gnoll has a head like a hyena's and prefers a diet of meat.

Combat Reforged gnolls are direct and fearless in combat. Although they tend to be dim and unimaginative, they are tenacious in their devotion to good. Conduit of Purity: The sacred power of the higher realms flows through a reforged gnoll's body. Three times per day, it can channel this power to produce anyone of the following effects. Aura of Purity (Su) : When this ability is active, each evil creature with in 10 feet of the reforged gnoll must make a Fortitude saving throw (DC 8) or take I d6 points of holy damage. This aura lasts for 13 rounds. Know Taint (Ex): This ability functions like the detect evil spell, except that it cannot be dispelled or suppressed (in an antimagicfield, for example), and it does not require concentration to use. This effect lasts 4 minutes. Sacred Blade (Su) : One natural or manufactured weapon of the reforged gnoll's choice deals an extra 2d6 points of holy damage with each successful hit against an evil creature. This effect lasts 4 minutes, but it ends immediately if the weapon leaves the gnoll's hand. The creature can imbue multiple weapons or natural attacks with this power through multiple uses of this ability. Sacred Shield (Su): The reforged gnoll gains a +4 deflection bonus to Armor Class that lasts 4 minutes. Fortification (Ex): Whenever a critical hit or sneak attack is scored on a reforged gnoll, there is a 25% chance that the extra damage is negated and damage for the attack is instead rolled normally. Uncorrupted (Ex): The reforged gnoll's perfected soul has been hardened against temptation and mental control, granting it a +8 bonus on Will saves made to resist mind-affecting spells and effects.

Appendix II: Templates

Maelcrexis, Reforged Advanced Cornugon Large Outsider (Good, Lawful) Hit Dice: 15d8+75 (142 hp) Initiative: + I Speed: 20 ft., fly 50 ft. (average) AC: 29 (- I size, + 1 Dex, + 19 natural), touch 10, flat-footed 28 Attacks: Whip +211+ 16/+II melee (or 2 claws +21 melee) and bite + 16 melee and tail + 16 melee Damage: Whip Id6+7 plus stun, claw Id8+7, bite Id4+3, tail Id3+3 plus wounding FaceIReach: 10 ft by 10 ft./ IO ft . Special Attacks: Conduit of purity, fear aura, spell-like abilities, stun, wounding Special Qualities: Baatezu traits, DR 201+2, fortification, immunities (fire, poison), outsider traits, regeneration 5, resistances (acid 20, cold 20), SR 24, tum on evil, uncorrupted Saves: Fort + 14, Ref +IO, Will + 11 Abilities: Str 25, Dex 12, Con 21 , Int 10, Wis 14, Cha 10 SkiDs: Bluff + 12, Climb +25, Concentration +23, Diplomacy +4, Hide + 15, Intimidate +2, Listen +20, Move Silently + 19, Search + 18, Sense Motive + 14, Spot +20 Feats: Cleave, Great Cleave, Power Attack, Sunder Climaterrerrain: Any Organization : Solitary Challenge Rating: 13 Treas ure: Standard gold coins; double goods; standard items Alignment: Lawful good Advancement: 16-30 HD (Huge) Once part of the elite defense forces of the lower planes, Maelcrexis had long sought to unlock the secret path of ascens ion so that he could steal power from the realms of good. When he killed the saint Shalbeya in her moment of enlightenment (See Shalbeya's Footfall, above), the powerful devil was infused with some of the essence of pure good and forever changed. When the archangel Mika ' il found the devil wandering and confused, he returned him to the site ofShalbeya 's slaughter and made him the first of the reforged. Maelcrexis is 9 feet tall and appears only vaguely humanoid. His body is covered in a pattern of scales and steel plates. Although he retains vestiges of his fiendis h origins, Maelcrexis looks less threatening than a normal comugon does.

Combat Maelcrexis, like other reforged creatures, is a bold if uninspired combatant. But what the reforging process took away from him in verve and creativity, it replaced with resolve and unquenchable devotion to good. Conduit of Purity: The sacred power of the higher realms flows through Maelcrexis's body. Three times per day, he can channel this power to produce anyone of the following effects.

Aura of Purity (Su): When this abi lity is active, each evil creature within 10 feet of Maelcrexis must make a Fortitude saving throw (DC 17) or take I d6 points of holy damage. This aura lasts for 15 rounds. Know Taint (Ex): This ability functions like the detect evil spell, except that it cannot be dispelled or suppressed (in an antimagic field. for example), and it does not require concentration to use. This effect lasts 6 minutes. Sacred Blade (Su) : One natural or manufactured weapon of Maelcrexis 's choice deals an extra 2d6 points of holy damage with each successful hit against an evil creature. This effect lasts 6 minutes, but it ends immediately if the weapon leaves Maelcrexis 's hand. Maelcrexis can imbue multiple weapons or natural attacks with this power through mUltiple uses of this ability. Sacred Shield (Su): Maelcrexis gains a +4 deflection bonus to Armor Class that lasts 4 minutes. Fear Aura (Su): As a free action, Maelcrexis can create an aura of fear in a 5-foot radius. The effect is otherwise identical with that of the fear spell (caster level 12th; save DC 17). If the save is successful, that creature cannot be affected by Maelcrexis's fear aura for one day. Celestials are immune to the aura. Spell-Like Abilities (Su): At will- animate dead. charm person. detect evil. detect magic. detect thoughts. dispel chaos. dispel evil. magic circle against evil. hallow, major image. produce flam e. pyrotechnics. suggestion. teleport without error (self plus 50 pounds of objects only); 3/da y-fireball, lightning bolt; J/day-wall offire. Caster lever 12th; save DC 10 + spell level. Stun (Su): Whenever Maelcrexis hits with a whip attack, the opponent must succeed at a Fortitude save (DC 17) or be stunned for I d4 rounds.

Appendix II: Templates Wounding (S u): A wound resulting from Maelcrexis's tail attack bleeds for an additional 2 points of damage per round thereafter. Multiple wounds from such attacks result in cumul ative bleeding loss (two wounds for 6 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 10) or the application of a cure spell or some other heali ng spell (heal, healing circle, or the like). Baatezu Traits: Maelcrexis can communicate telepathically with any creature within 100 feet that has a language. In addition, he can see perfectly in darkness of any kind, even that created by a deeper darkness spell. For tifi cation (Ex): Whenever a critical hit or sneak attack is scored on Mae lcrexis, there is a 25% chance that the extra damage is negated and damage for the attack is instead rolled normally. O utsider Traits: Maelcrexis has darkvision (60-foot range). He cannot be raised or resurrected. Regeneration (Ex): Maelcrexis takes normal damage from acid and from unholy weapons of at least +2 enchantment. Uncorrupted (Ex) : Maelcrexis's perfected soul has been hardened against temptation and menta l control, granting him a +8 bonus on Will aves made to resi st mind-affecting spells and effects.

-- Sublime -Some good creatures are favored not only with physical or magical power, but also with a certain nobility of purpose and high moral worth. Although many thinkers and even adventurers might aspire to or embody such ideals at one time or another, a few creatures actuall y succeed in incorporating this perfect goodness into their very beings.

Creating a

Sublime Creature "Sublime" is a template that can be added to any corporeal dragon, giant, humanoid, magical beast, monstrous humanoid, or outsider. A sublime creature's type remains the same as the base creature's, but ifhas the evil subtype, that changes to good.

Spell-Like Abilities: At will- bless, detect evil, protection from evil (self only). Caster level 6th; save DC 10 + spell level + sublime creature's Charisma bonus). Special Q ualities: A subl ime creature retains all the base creature's special qualities and also ga ins the following ability.

Consecrated Aura (Su): A 20-foot-radius area around the sublime creature is infused wi th positive energy, much like th at produced by the consecrate spell. Each Charisma check made to turn undead within this area gains a +3 sacred bonus. Furthermore, every undead creature entering the area suffers minor disrupti on that results in a - I sacred penalty on attack rolls , damage rolls, and savi ng throws. This ability is always active. Consecrated aura can be dispelled, but th e sublime creature can reactivate it as a free action.

A sublime creature uses all the base creature's statistics and special abilities except as noted here.

Saves: Same as the base creature, adjusted for new ability scores.

AC: Same as the base creature.

Abilities: A subl ime creature's ability scores change fro m those of the base creature as follows : Int +4, Wis +4, Cha +6.

Attacks: Same as the base creature, adjusted for new abi lity scores. Skills: Same as the base creature, adjusted for new abili ty scores. Damage: Same as the base creature, adjusted for new ability scores. Feats: Same as the base creature, adjusted for new ability scores. Special Attacks: A sublime creature retains all the base creature's special attacks and also gains the following abilities.

Riddle a/Contemplation (Su): A sublime creature can pose a question of morality to any creature with which it can communicate. The target must succeed at a Will savi ng throw (DC 10 + one-half sublime creature 's character level + sublime creature's Charisma bonus) or take no action for the following round. The sublime creature gains a +4 sacred bonus on Diplomacy checks made during that round to change the attitude of a creature affected by this ability. Riddle of contemplation is a mind-affecting, language-dependent ability.

Climaterrerrain : Same as the base creature and underground. Orga nization: Same as the base creature. C hallenge Rating: Same as the base creature + I. Treasure: Same as the base creature. Alignm ent: Any good. Adva ncement: Same as the base creature. Level Adj ustment: A sublime creature has a + I level adjustment.

Sample Sublime Creatures The following samples use an average salamander and a mind flayer as the ba e creatures.

Sublime Average Salamander Medium-Size Outsider (Fi re, Good) Hit Dice: 7d8+7 (38 hp) Initiative: + I Speed : 20 ft. AC: 18 (+ I Dex, +7 natural), touch II , flat-footed 17 Attacks: Longspear +9/+4 melee and tail slap +7 mel ee

Appendix II: Templates Damage: Longspear Id8+3 plus Id6 fire/x3 , tail slap 2d6+ 1 and Id6 fire FacefReach: 5 ft by 5 ft./5 ft. Special Attacks: Constrict 2d6+ 3 and I d6 fire, heat, riddle of contemplation, spell-like abilities Special Qualities: Consecrated aura, DR 10/+ I, fire subtype Saves : Fort +6, Ref +6, Will +9 Abilities: Str 14, Dex 13, Con 12, lnt 18, Wis 19, Cha 19 Skills: Craft (metalworking) + 18, Escape Artist + II , Hide + II , Listen + 16, Move Silently + 11, Search +14, Spot + 16 Feats: Alertness, Multiattack Climaterrerrain: Any land and underground O rgan ization: Solitary, pair, or cluster (3- 5) C hallenge Rating: 6 Treasure: Standard (non-flammables only) Alignment: Lawful good Advancement: 8- 14 HD (Medium-size) Though it was born into a species suffused with evil and fire , a sublime salamander is full of peace and given to contemplation. A sublime salamander looks much like other salamanders, with muscular, red- and black-scaled arms and a hawkish face. Sublime salamanders speak Ignan and Common.

Combat Like other creatures that are thoroughly infused with the power and peace of the higher planes, a sublime salamander is slow to anger, fair in discourse, and usually willing to discuss differences rather than fight. When forced into battle, however, it is a cunning and inventive warrior. A sublime salamander knows well how to use its powerful persuasive abilities to augment its flames and other powers. Constrict (Ex): With a successful tail slap attack, a sublime average salamander can crush a Large or smaller opponent, dealing 2d6+3 points of bludgeoning damage plus Id6 points of fire damage. Riddle of Contemplation (S u): A sublime average salamander can pose a question of morality to any creature with which it can communicate. The target must succeed at a Will saving throw (DC 17) or take no action for the fo llowing round. The sublime average salamander gains a +4 sacred bonus on Diplomacy checks made during that round to change the attitude of a creature affected by this ability. Riddle of contemplation is a mind-affecting, language-dependent ability. Spell- Li ke Abilities : At will- bless, detect evil, protection/rom evil (self only). Caster level 6th; save DC 14 + spell level. Consecrated Aura (Su): A 20-foot-radius area around the sublime average salamander is infused with positive energy, much like that produced by the consecrate spell. Each Charisma check made to tum undead within this area gains a +3 sacred bonus. Furthermore, every undead creature entering the area suffers minor disruption that results in a - I sacred penalty on attack rolls, damage rolls, and saving throws. This ability is always active. Consecrated aura can be dispelled, but the sublime average salamander can reactivate it as a free action. Heat (Ex): A sublime salamander generates so much heat that its touch deals Id6 points of additiona l fire damage. Its metallic weapons also conduct this heat.

Galitlrikali, Sublime Mind Flayer Medium-Size Aberration Hit Dice: 8d8+8 (44 hp) Initiative: +6 Speed: 30 ft. AC: 15 (+2 Dex +3 natural), touch 12, flat-footed 13 Attacks: 4 tentacles +8 melee Damage: Tentacle I d4+ I FacefReach: 5 ft by 5 ft./5 ft. Special Attacks: Extract, improved grab, mind blast, psionics, riddle of contemplation, spell-like abi lities Special Qualities: Consecrated aura, SR 25 , telepathy Saves: Fort +3, Ref +4, Will + II Abilities: Str 12, Dex 14, Con 12, Int 23, Wis 21 , Cha 23 Skills: Bluff + II , Concentration + 12, Diplomacy +8, Hide +8, Intimidate + 13, Knowledge (arcana) + I I, Know ledge (the planes) + II , Listen + 12, Move Silently +7, Spot + 12 Feats: Alertness, Combat Ca ting, Dodge, lmproved lnitiative, Weapon Finesse (tentacle) Climaterrer rai n: Any O rga nization: Solitary C hallenge Rating: 9 Treasure: Double standard Alignment: Lawful good Advance ment: By character class Though most mind flayers are horrid and alien creatures, there are exceptions. Nearly a hundred years ago, during a great battle for the lost dwarven city of Mar-Namor, a mind flayer named Galith'ikali encountered an eternal that had been dispatched by the Lords of Good to

Appendix II: Templates watch over a dwarven avatar called Branak the Herald. Although the eternal destroyed several powerful mind Bayers and thousands of their slave-troops, Galith'ikali was touched to his very core by the almost tangible goodness of the powerful celestial, and he left the encounter a changed illithid-forever devoted to good and peace. Although he still has the same alien appearance as any other mind flayer, Galith' ikali radiates such peace that, after a moment or two in his presence, rational creatures overcome their distaste for his looks. Galith ' ikali dresses in a silvery tabard reminiscent of a knightly garment. Galith'ikali speaks Undercommon but prefers to communicate telepathically.

Combat In combat, Galith'ikali tries to stun foes with his mind blast attack, then reason with them. When forced to kill in self-defense, he does so quickly and as mercifully as possible. Of course, since he has the psionic abi lity to travel to another plane, Galith'ikali is rarely forced into prolonged battles. Extr act (Ex): If Galith'ikali begins his tum with all four tentacles attached and successfully maintains his hold, he automatically extracts his opponent's brain, instantly killing that creature. Improved Grab (Ex): IfGalith 'ikali hits a Small to Large opponent with a tentacle attack, he deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +7). Ifhe gets a hold, he automatically attaches the tentacle to the opponent's head in the same round . (Galith 'ikali can grab a Huge or larger creature, but only ifhe can somehow reach the foe's head.) On the next round, Galith ' ikali can try to attach his remaining tentacles with a single grapple check, then attempt to extract on the following round. The opponent can escape with a single successful grapple check or Escape Artist check, but Galith'ikali gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's tum. M ind Blast (Sp): At will, Galith'ikali can launch a mental attack in a 60-foot cone. Anyone caught in this area must succeed at a Will save (DC 20) or be stunned for 3d4 rounds. Galith ' ikali typically uses this ability to render opponents willing to parley or to escape from combat without having to kill. Psionics (Sp): At will-aslral projection, charm monster, detect thoughts, levitate, plane shift, and suggestion. Caster level 8th; save DC 16 + spell level.

• "t I I

, !'-' ,

f

•I

~ 't

II

iflt

it

Riddle of Contemplation (Su): Galith'ikali can pose a question of morality to any creature with which he can communicate. The target must succeed at a Will saving throw (DC 20) or take no action for the following round. Galith' ikali gains a +4 sacred bonus on Diplomacy checks made during that round to change the attitude of a creature affected by this ability. Riddle of contemplation is a mind-affecting, language-dependent ability. Spell-Like Abilities: At will- bless, detect evil, protection from evil (self only). Caster level 6th; save DC 16 + spell level. Consecrated Aura (Su): A 20-foot-radius area around Galith'ikali is infused with positive energy, much like that produced by the consecrate spell. Each Charisma check made to tum undead within this area gains a +3 sacred bonus. Furthermore, every undead creature entering the area suffers minor disruption that results in a - I sacred penalty on attack rolls, damage rolls, and saving throws. This abi lity is always active. Consecrated aura can be dispelled, but Galith'ikali can reactivate it as a free action. Telepathy (S u): Galith ' ikali can communicate telepathically with any creature within 100 feet that has a language.

-- Uncalled -Most sentient creatures die before accomplishing everything they set out to do in life. Typically, the trivial unresolved issues, unfulfilled quests, and unpursued goals cause the dead creature's soul no unrest. Occasionally, however, a good creature is slain while in pursuit of some significant goal--<me with an importance that transcends its mortal shell. When such a quest coincides with the plans of a powerful good outsider, the soul may be placed back into its body so that it can pursue its goal once more. Such a creature, known as an uncalled, must complete its mission before it can find eternal rest. An uncalled wanders the mortal realms, seeking always to complete whatever massive task it had been pursuing before death claimed it. The creature might have been attempting to free its home nation from enslavement by a nearby kingdom, or destroy a cabal of powerful sorcerers, or even bring about the death of a deity. The goals of an uncalled are never simple, minor tasks; they always seem monumental in scope. When uncalled are returned to the mortal world, they are not compelled to take up their quests immediately. Some choose to abandon their quests for a while, seeking (and sometimes finding) a certain amount of happiness among the living. But the call of the grave echoes in their soul s, and eventually they take up their burdens once more.

A creature with the uncalled template looks much like it did in life, though there is a strong chance that its favored possessions are gone, taken by others when the creature's body was interred or abandoned. The key differences are the creature's pale skin and white hair, as well as the haunted, determined look on its face.

Creating an Uncalled "Uncalled" is a template that can be added to any good-aligned dragon , fey, giant, humanoid, monstrous humanoid, outsider, or shapechanger (referred to hereafter as the "base creature"). The creature's type becomes undead. An uncalled uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: The base creature's Hit Dice (current and future) become dl2s. Speed : Same as the base creature. AC: An uncalled has a +4 natural armor bonus or the base creature's natural armor bonus, whichever is better. Attacks: Same as the base creature. Damage: Same as the base creature.

Appendix II: Templates Special Attacks: An uncalled retains all the specia l attacks of the base creature and also gains those below.

Frightful Presence (Ex): When an uncalled charges or attacks, it inspires terror in every creature within 30 feet that has fewer Hit Dice or levels than itself. Each potentially affected opponent must succeed at a Will save (DC 10 + onehalf uncalled 's Hit Dice + uncalled 's Charisma modifier) or become shaken-a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to that uncalled 's frightful presence for one day. Spell-Like Abilities: An uncalled whose Wisdom or Charisma score is 8 or higher gains spell-like abilities as it increases in character level, as specified in the table below. Unless otherwise indicated, each ability is usable once per day, and the caster level is equal to the uncalled 's character level. The save DC (where applicable) is 10 + the uncalled's Charisma modifier + spell level. C haracter Level 1- 2

3-4 5-6 7-8 9- 10 11 - 12 13- 14 15- 16 17- 18 19+

Spell-Like A bilities

Bane, spider climb Daylight, undetectable alignment Magic circle against evil 3/day, searing light Enervation Commune, mark o/justice Find the path Control undead, shadow walk Horrid willing Storm o/vengeance Summon monster IX (cast as a good spell only)

Specia l Qua lities: If the base creature had regeneration, it loses that special qua lity. The uncalled retains all other special qualities of the base creature and also gains those noted below.

Damage Reduction (Ex) : An unusually tough body gives it damage reduction 5/-. If the base creature already had damage reduction, the uncalled gains the benefit of whichever rating best applies to a particular source of damage. Fast Healing (Ex) : An uncalled regains lost hit points at the rate of 5 per round, or at the base creature's rate, whichever is better. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the uncalled to regrow or reattach lost body parts.

Shadow 0/ the Grave (Su): An uncalled remains close to death, even as it walks the earth to further its mission. Because of this proximity to the grave, the uncalled can assume a shadowy, incorporeal form for I minute per character level per day, though this duration need not be used all at once. While in this state, the uncalled has no material body and gains the incorporeal SUbtype. It has no Strength score, so it applies its Dexterity modifier instead of its Strength modifier to aU melee attack rolls. The creature cannot make physical attacks against opponents on the Material Plane except with ghost touch weapons, but it can attack ethereal creatures normally. An uncalled 's spells against targets on the Material Plane work normally except for those that rely on touch; such spells do not work against material targets at all. While incorporeal, an uncalled can be harmed only by other incorporeal creatures, + I or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. An incorporeal uncalled can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them . In this state, an uncalled always moves silently and cannot be heard with Listen checks ifit doesn 't wish to be. While incorporeal, the uncalled can still move normally, and it gains a fly speed equal to its base speed (average maneuverability). If the uncalled returns to the Material Plane inside a material object, it is shunted off to the nearest open space and takes I d6 points of damage per 5 feet that it travels. Touch o/the Grave (Su) : The uncalled channels the icy touch of death into its melee attacks. Each melee attack it makes with either a natural or a manufactured weapon deals an additional I d6 points of cold damage. Turn Resistance (Ex): An uncalled has turn resistance +6. This value is added to the base creature's turn resistance (if any). Undead Traits: An uncalled is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain , or death from massive damage. An uncalled cannot be raised , and resurrection works only if it is willing. The creature has darkvision (60-foot range) .

Immunities (Ex): An uncalled is immune to cold, fear, and polymorphing.

Saves: Same as the base creature.

Low-Light Vision (Ex): An uncalled can see twice as far as a human in low-light conditions.

Abilities: An uncalled 's ability scores change from those of the base creature as follows : Str +6, Dex +2, Wis +6, Cha +2. As an undead creature, it has no Constitution score.

Rejuvenation (Su): The place where the base creature was interred (or the spot where it died, ifit was given no funeral) is called its gravesite and is sacred ground for the uncalled. Unless this gravesite is located and desecrated, the uncalled reappears I d8 days after its apparent death. In addition to casting the desecrate spell on its gravesite, anyone wishing to put an uncalled permanently to rest must also deal at least 50 points of damage to the crypt, coffin, headstone, earth, or any other receptacle that once held the uncalled 's mortal remains. If the gravesite is only the location of death, dealing this amount of damage to the area within a 10-foot radius of that spot suffices. Whenever anyone comes within 30 feet of an uncalled 's grave, the creature becomes aware of the intrusion as if the site were warded by a si lent alarm spell, though the effect isn 't magical and thus cannot be dispelled or suppressed by any means. Resistances (Ex) : An uncalled has fire resistance 10, or the base creature's fire resistance, whichever is better.

Skills: An uncalled gains a +4 racial bonus on Intimidate, Move Silently, Search, and Sense Motive checks, and a +2 racial bonus on Bluff, Disguise, and Hide checks. Otherwise its skills are the same as the base creature's. Feats: An uncalled gains Alertness, Improved Initiative, Iron Will , and Leadership as bonus feats. Otherwise, its feats are the same as the base cr~ature 'So C lim ate/Terr ain: Same as the base creature. Organization : Solitary. C ha llenge Rating: Same as the base creature +2. Treasu re: Same as the base creature. Alignment: Always good (any). Advancem ent: By character class

Appendix II: Templates

Sample Uncalled Creature The following sample uses a stone giant as the base creature.

Uliy, Uncalled Stone Giant Huge Undead Hit Dice: 14dl2 (91 hp) Initiative: +7 Speed: 40 ft. AC: 26 (- I size, +3 Dex, + 11 natural, +3 hide annor), touch 12, flat-footed 23 Attacks: Huge + 1 greatclub +20/+ 15 melee, or rock + 13 ranged Damage: Huge +1 greatclub 2d8+ 16 plus I d6 cold, rock 2d8+ II FacelReach: 5 ft. by 5 ft J IO ft . Special Attacks: Frightful presence, rock throwing, spell-like abilities Special Qualities: Darkvision 60 ft. , DR 5/- , fast healing 5, immunities (cold, fear, polymorphing), low-light vision, rejuvenation, resistance (fire 10), rock catching, shadow of the grave, touch of the grave, tum resistance +6 Saves: Fort +9, Ref +7, Will +9 Abilities: Str 33, Dex 17, Con - , Int 10, Wis 16, Cha 13 Skills: Bluff +3, Climb + 13, Disguise +3, Hide +3*, Intimidate +5, Jump + 13, Listen +5, Move Silently +4, Search +4, Sense Motive +7, Spot +8 Feats: Alertness, Combat Reflexes, Improved Initiative, Iron Will, Leadership, Point Blank Shot, Power Attack, Precise Shot ClimatelTerrain: Any land and underground Organization: Solitary Challenge Rating: 10 Treasure: Standard Alignment: Neutral good Advancement: By character class Uliy was tribal champion of the Rrevik clan of stone giants. He lived to prove his prowess in combat and serve his tribe in whatever capacity he could. One day, while he was hunting in the mountains, a strange glow began filling the valley in which his tribe made its home. He quickl y hurried back through the mountain passes to see what was happening. When he crested the last ridge overlooking the valley, he saw a massive hemisphere oflight encompassing the entire village. As he sprinted toward his home, the light seemed to throb and expand. Then it winked out. Uliy's vi llage had vanished. In its place was an immense, perfectly smooth hemispherical crater in the ground. All the gardens and animal pens, all the homes, and the giants were gone. Ul iy had fai led as tribal champion for his own village, but he was determined not to fail the other stone giant settlements in the mountains. He set out for a nearby vi llage several miles away to warn the residents, but again he was too late-another perfectly smooth depression was all that remained. The same was true for the next village, and the next. All told, eight stone giant villages-all those in U1iy's mountain range-were gone. Uliy swore a blood oath to discover the fate of his people or die trying. As luck would have it, the latter event happened first. Barely a month after the disappearance, Uliy was ambushed by a family of mantic ores and slain. But some power of good found Uliy's quest worth pursuing, and there was no one else who could complete it, since Uliy had been the only sentient being who even knew about the missing stone giants. Thus, Uliy opened his eyes once more-this time as an uncalled. Now, driven by the need to discover the truth about his tribe 's fate, he searches the land for clues.

Combat Uliy fights as other stone giants do, hurling rocks at enemies as long as possible, then closing in for melee. He uses his spell-like abilities primarily to further his quest. Frightful Presence (Ex): When Uliy charges or attacks, he inspires terror in every creature within 30 feet that has 13 or fewer Hit Dice. Each potentially affected opponent must succeed at a Will save (DC 18) or become shaken- a condition that lasts until the opponent is out ofrange. A successful save leaves that opponent immune to Uliy's frightful presence for one day. Rock Throwing (Ex): Uliy is an extremely accomplished rock thrower, so he receives a + I racial bonus on attack rolls when throwing rocks. He can hurl rocks weighing 60 to 80 pounds each (Medium-size objects) up to five range increments. Uliy 's range increment is 180 feet. Spell-Like Abilities: 3/day- magic circle against evil; I/day- bane. commune, control undead. daylight, enervation, find the path. mark of justice, searing light, shadow walk, spider climb, undetectable alignment; Caster level 14th; save DC II + spell level. Fast Healing (Ex): Uliy regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow him to regrow or reattach lost body parts. Rock Catching (Ex) : Uliy can catch Small , Medium-size, Large, or Huge rocks (or projectiles of similar shape). Once per round, when he would normally be hit by a rock, he can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size

Appendix II: Templates rock, 25 for a Large rock, and 30 for a Huge rock. If the projectile has a magical bonus on attacks, the DC increases by that amount. Uliy must be ready for and aware of the attack. As a stone giant, he gets a +4 bonus on his attempts to catch rocks. Rej uvenation (Su): Uliy was not given a proper burial. His gravesite is in a high mountain pass. Unless this site is located and desecrated (with a desecrate spell and 50 points of damage to the 10-foot-radius area around where he died), Uliy reappears 1d8 days after his apparent death. Whenever anyone comes within 30 feet of Uliy's gravesite, he becomes aware of the intrusion as if the site were warded by a silent alarm spell, though the effect isn 't magical and thus cannot be dispelled or suppressed by any means. Shadow of the Grave (Su): Because of his proximity to the grave, Uliy can assume a shadowy, incorporeal form (gaining the incorporeal subtype) for 14 minutes per day, though this duration need not be used all at once. While incorporeal, he can be harmed only by other incorporeal creatures, + 1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. Uliy has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. He can pass through solid objects, but not force effects, at will. His attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. In this state, Uliy always moves silently and cannot be heard with Listen checks ifhe doesn't wish to be.

Thrn Resistance (Ex): Uliy is treated as an undead with 20 Hit Dice for the purpose of tum, rebuke, command, and bolster attempts. Undead Traits: Uliy is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. He is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain , or death from massive damage. Uliy cannot be raised, and resurrection works only ifhe is willing. Uliy has darkvision (60-foot range). Skills: *Uliy gains a +8 racial bonus on Hide checks in rocky terrain .

.-- Wordbearer From time to time, the Lords of Good or their chosen representatives select a mortal for a special purpose. This purpose can vary depending on the specific deity, but it always involves conveying a special message and converting nonbelievers to the deity's cause. Such a creature is called a wordbearer.

Captivating Message: The power of this ability increases as the wordbearer advances in level. The creature can produce the effect that corresponds to its character level on the table below, as well as all effects corresponding to lower character levels.

A wordbearer usually shares the alignment of its chosen deity from the start. The rare wordbearer that differs in alignment when it first gains the template usually ends up changing its alignment to match its patron's in a short time. Clerics and paladins are often selected as word bearers, but other characters and even monsters are selected just as frequently. For the most part, a wordbearer looks like a normal version of the base creature. The only perceptible differences are the occasional flash of light from its mouth when it speaks, and the golden motes of light that sometimes float through its eyes.

Creating a Wordbearer " Wordbearer" is a template that can be added to any good- or neutral-aligned animal, beast, dragon , fey, giant, humanoid, magical beast, monstrous humanoid, outsider, or shapechanger (referred to hereafter as the "base creature"). The creature 's type becomes outsider, and it gains the good subtype if it is good-aligned. A wordbearer uses all the base creature's statistics and special abilities except as noted here. Hit Dice: Same as the base creature.

Speed: Same as the base creature. AC: A wordbearer gains a +2 sacred bonus to AC because of the holy energy constantly emanating from its body. Damage: Same as the base creature, except that all damage dealt by the wordbearer's natural weapons or unarmed strikes is holy damage. A wordbearer does not provoke attacks of opportunity for using natural weapons or unarmed strikes, even if such attacks normally would. Special Attacks: A wordbearer retains all the special attacks of the base creature and also gains the captivating message special attack.

""77""

Captivating Message Character Level

Captivating Message Effect

1-4 5- 7 8- 10 11 - 13 14-16 17+

Inspire peace Fascinate Suggestion Holy word Holy aura Alter alignment

.•~



,

t '

Inspire Peace (Su) : Once per day per three character levels, the wordbearer can attempt to influence the attitude of a hostile or unfriendly opponent by speaking in soothing tones. The opponent must be able to hear the wordbearer, but it need not understand its language. The target can make a Will save (DC 10 + one-halfwordbearer's character level + wordbearer's Charisma modifier) to resist. If the opponent fails its save, the wordbearer immediately makes a Charisma check with a bonus equal to the wordbearer 's character level to influence the target's attitude, even if a previous attempt has already been made. Success indicates that the target 's attitude shifts according to Table 5-4 in the DMG. A successful save indicates that the wordbearer cannot make an extra Charisma check and does not gain the bonus indicated, but it may still make the check normally if it has not yet attempted one against that creature. Fascinate (Su): Once per day, a wordbearer can spread the message imbued within its body to every creature within 40 feet that can hear its voice and pay attention. (The distraction of a nearby combat or other dangers prevents the ability from working.) Each potentially affected creature must make a successful Will save (DC 10 + one-halfwordbearer's character level + wordbearer 's Charisma modifier) to resist the effect. Failure indicates that the creature is fascinated and must sit quietly and listen for I round per character level of the wordbearer. While fascinated, the target takes a -4 pen-

Appendix II: Templates alty on Spot and Listen checks. Any potential threat allows the fascinated creature a second saving throw, and any obvious threat (such as casting a spell, drawing a sword, or aiming a bow), automatically breaks the effect. Maintaining the fascination effect requires the wordbearer to concentrate, as if casting or maintaining a spell. Fascinate is a mindaffecting ability. Suggestion (Sp) : The wordbearer can implant a suggestion in a single target creature once per day per five character levels. This ability functions exactly like the suggestion spell (caster level equals wordbearer 's character level). Holy Word (Sp) : The wordbearer can speak a holy word once per day. This ability functions like the spell of the same name (caster level equals wordbearer 's character level). Holy Aura (Su) : Once per day, the wordbearer can generate a holy aura. This ability functions exactly like the spell of the same name (caster level equals wordbearer's character level). Alter Alignment (Su): This ability, usable once per week, forces a target 's alignment closer to that of the wordbearer's deity. The wordbearer must attempt a Will save (DC 10 + one-halfwordbearer's character level + wordbearer 's Charisma modi.fier). If the save fails, the target 's alignment immediately shifts one step closer to that of the wordbearer 's deity on the good-evil axis. Ifsuch a shift is not possible (because that component of the target's alignment already matches that of the wordbearer 's deity, for example) the target 's alignment shifts one step closer to that of the wordbearer's deity on the law-chaos axis instead.

Special Qualities: A word bearer retains all the special qualities of the base creature and also gains those noted below.

,

~I • ~

Fast Healing (Ex): A wordbearer regains lost hjt points at the rate of 3 per round, or at the base creature's rate, whjchever is better. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the wordbearer to regrow or reattach lost body parts. Low-Light Vision (Ex): A wordbearer can see twice as far as a human in low-light conditions. Outsider Traits: A wordbearer has darkvision (60-foot range). It cannot be raised or resurrected.

Saves: Same as the base creature. Abilities: A wordbearer 's ability scores change from those of the base creature as follows : Con +2, Int +2, Wis +4, Cha +6. Skills: A wordbearer gains skills for its monster Hit Dice (if any) as an outsider. Treat skills from the base creature's list as class skills and others as cross-class skills. If the creature has a class, it gains skills for class levels normally. Feats: A word bearer has one feat fo r every 4 Hit Dice or the base creature's number of feats, whichever is greater. Wordbearers tend to favor feats that capitalize on their unique abi lities (such as Leadership), or those that further strengthen their resolve (such as Iron Will). ClimaterTerrain: Same as the base creature. Organization : Solitary. C hallenge Ratin g: Same as the base creature +2. Treasure: Same as the base creature. Alignment: Always good (any). Adva ncement: By character class.

Sample Wordbearer The following sample uses a male human Ftr 4IPal I as the base creature.

Delroy Tarilouse Med ium-Size Outsider (Good) Hit Dice: 5d I 0+ I 0 Initiative: +2 Speed: 20 ft. (with armor); base 30 ft. AC: 22 (+2 Dex, +2 sacred, +6 [+ 1 breastplate], +2 large steel shield), touch 14, flat-footed 20 Attacks: +1 bastard sword +9 melee, or longbow +7 ranged Damage: + 1 bastard sword Id I 0+4/ 19- 20, longbow IdS/x3 FacelReach: 5 ft. by 5 ft./5 ft . Special Attacks: Captivating message (fascinate, inspire peace) Special Qualities: Detect evil, divine grace, divine health, fast healing 3, lay on hands (2 points/day), low-light vision, outsider traits Saves: Fort + 14, Ref +S, Will + 10 Abilities: Str 17, Dex 14, Con 16, Int 14, Wis IS, Cha 21 SkiUs: Climb +5, Diplomacy +9, Intimidate +6, Jump +5, Listen +6, Ride +S, Spot +6 Feats: Cleave, Dodge, Exotic Weapon Proficiency (bastard sword), Mounted Combat, Power Attack, Ride-By Attack Climaterrerrain : Any land and underground Organ ization : Solitary C hallenge Rating: 7 Treasure: Standard Alignm ent: Lawful good Advancement: By character class Delroy was once a mercenary for hire. He belonged to a small band of sells words called Thiggins' Motleys, which had found moderate success under the leadership of Bull Thiggins. Delroy had problems with some of the jobs Thiggins took, especially those on behalf of rich nobles who made their fortunes from the sweat of working-class people.

Appendix II: Templates The matter came to a head when Thiggins accepted the job of executing a local priest for harboring fugitives from the duke's justice. What the leader did not tell the rest of his band was that the "fugitives" were merely members ofa poor farming family. The father was wanted for not paying his taxes promptly, and he had fled to the church with his family for sanctuary when the tax collectors came calling. Now the duke wanted the life of the priest who had taken them in. When the sellswords arrived at the church, Thiggins kicked the door down and struck the head off the farmer, who was cowering next to the rearmost pew. The rcst of his men fell to the carnage as easily as that farmer might have reaped grain---except Delroy. The mercenary stood in the doorway of the church, speechless. When Thiggins reached the altar and drew back to strike down the upstart cleric, something happened to Delroy. A bolt of holy power seemed to flow from the altar, and he knew that the god of justice had just spoken to his soul. He began to speak to Thiggins, beseeching him to show mercy and to call off his men. The mercenary captain paused, his eyes glazing over momentarily. Then he shook his head, laughed, and struck down the cleric. In a rage, Delroy attacked, killing Thiggins and eight of his former comrades before the rest fled in terror from the man with light leaking from his mouth and eyes.

Combat Delroy wanders the earth spreading the message of mercy. He avoids useless combat but does not hesitate to strike down those who would harm people less powerful than themselves. When given the opportunity, however, he attempts to use his inspire peace and fascinate abilities to deliver his message. Captivating Message: Delroy can use the inspire peace and fascinate powers that this ability provides. Fascinate (Su): Once per day, Delroy can spread the message imbued within his body to every creature within 40 feet that can hear his voice and pay attention. (The distraction of a nearby combat or other dangers prevents the ability from working.) Each potentially affected creature must make a successful Will save (DC 17) to resist the effect. Failure indicates that the creature is fascinated with Delroy and must sit quietly and listen to his voice for 5 rounds. While fascinated, the target takes a -4 penalty on Spot and Listen checks. Any potential threat allows the fascinated creature a second saving throw, and any obvious threat (such as casting a spell, drawing a sword, or aiming a bow), automatically breaks the effect. Maintaining the fascination effect requires Delroy to concentrate, as if casting or maintaining a spell. Fascinate is a mindaffecting ability. Inspire Peace (Su) : Once per day, Delroy can attempt to influence the attitude of a hostile or unfriendly opponent by speaking in soothing tones. The opponent must be able to hear him, but it need not understand his language. The target can make a Will save (DC 17) to resist. If the opponent fails its save, Delroy immediately makes a'Charisma check with a +5 bonus, even if a previous attempt has already been made. Success indicates that the target's attitude shifts according to Table 5-4 in the DMG. A successful save indicates that Delroy cannot make an extra Charisma check and does not gain the +5 bonus, but he may still make the check normally ifhe has not yet attempted one against that creature.

Fast Healing (Ex): Delroy regains lost hit points at the rate of 3 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow Delroy to regrow or reattach lost body parts. Outsider Traits: Delroy has darkvision (60-foot range). He cannot be raised or resurrected.

AVATAR ADDENDUM SUMMONED MONSTER TYPE: _ _ _ _ _ _ __

II D

STR

DEX

&Me

Modifier

FORTITUDE

CON &OK

Modifier

II D INT

REFLEX

D

D

WIS

CHA

gg

SUMMONED MONSTER TYPE:

g ggg

STR

DEX

~

CON

I Modifier

Modifier

'--

I Modifier

D

D

D

D

HIT POINTS AC:

_

_

RANGED ATTACK BONUS: _ _ _ _ _ _ _ __ AT'{ACKS: _ _ _ _ _ _ _ _ _ _ _ _ __ DAMAGE: _ __ _ _ _ _ _ _ _ __ _ _

DAMAGE:

SKILLS: _ _ __ __ _ _ _ _ _ _ _ __

SKILLS:

SPECIAL ABILITIES: _ _ _ _ _ _ __

RANGED ATTACK BONUS: ATTACKS:

FEATS

6

SPECIAL ABILITIES:

OrHER NOTES: _ _ _ __ _ _ __ _ ___

OTHER NOTES:

HEAVEN'S MANTLE FORM: _ _ _ _ _ _ __

HEAVEN'S MANTLE FORM:

M:~ 1':_11':_1

INT Score

Modifier

WILL

INITIATIVE:

CON

Modifier

REFLEX

MELEE ATTACK BONUS:

DEX

Modilier

FORTITUDE

MELEE ATTACK BONUS: _ _ _ _ _ __

STR

CHA

'--

INITIATIVE: _ _ _ _ _ _ _ _ _ _ _ __

6

WIS

WILL

HIT POINTS _ _ _ __ _ _ _ _ __ __ AC: ____ __ _ _ _ _ _ _ _ __

F EATS

INT

~

g ggggg WIS

CHA

STR

DEX

CON

INT

WIS

Modifier

Modifier

Modilier

Score

Modifier

Modifier

Modj(icr

~ ~

FORTITUDE

REFLEX

WILL

FORTITUDE

REFLEX

WILL

D

D

D

D

D

D

HIT POINTS _ _ _ _ _ _ _ _ _ _ _ __ AC: _ _ _ __ _ _ _ _ _ _ __ _ _ INITIATIVE: _

_ __ __ _ _ _ _ _ __

HIT POINTS AC: INITIATIVE:

MELEE ATTACK BONUS: _ _ _ _ _ __ _ _

MELEE ATTACK BONUS:

RANGED ATTACK BONUS: _ _ _ __ _ __ _ ATTACKS: _ _ _ _ _ _ _ _ _ _ _ _ __ DAMAGE: _ _ _ _ _ _ _ _ _ _ _ _ __

RANGED ATTACK BONUS: DAMAGE:

SKILLS: _ __ __ _ _ _ _ _ _ _ _ __

SKILLS:

FEATS

6

SPECIAL ABILITIES: _ _ _ _ _ _ __

ATTACKS:

FEATS

6

SPECIAL ABILITIES:

~

OrHER NOTES: _ _ _ _ _ _ _ _ _ _ ___

OTHER NOTES:

Pennission is granted to photocopy this page for personal use.

GREEN

RONIN

PUBLISHING'S

d20 CHARACTER FOLIO

-

The Avatar's Handbook GRR1303 MSRP $16.95 US ISBN 0-9723599-6-6 51695

Related Documents


More Documents from "MarcosThomasPraefectusClassis"