Sie sind auf Seite 1von 2

Angel Traits An angel possesses the following traits (unless otherwise noted in a creatures entry).

4 Racial Hit Dice and +4 to BAB and all attendant bonuses. Darkvision out to 60 feet and low-light vision. Immunity to acid, cold, petrification, disease Resistance to electricity 10 and fire 10. +4 racial bonus on saves against poison. Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angels HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angels statistics block.) Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angels Hit Dice). This ability is always active.

Size and Type The creatures type changes to outsider. Do not recalculate the creatures Hit Dice, base attack bonus, or saves. Size is unchanged. Half-celestials are normally native outsiders. Speed A Celestial has feathered wings and can fly at twice the base creatures base land speed (good maneuverability). If the base creature has a fly speed, use that instead. Armor Class Natural armor improves by +2 (this stacks with any natural armor bonus the base creature has). Celestials can use a daylight effect (as the spell) at will. Smite Evil (Su) Once per day a celestial can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. Spell-Like Abilities A Celestial with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative HD 1-2 Abilities Protection from evil 3/day, bless

3-4 5-6 7-8 9-10

Aid, detect evil Cure serious wounds, neutralize poison Holy smite , remove disease Dispel evil

11-12 Holy word 13-14 Holy aura 3/day, hallow 15-16 Mass charm monster 17-18 Summon monster IX (celestials only) 19-20 Resurrection Unless otherwise noted, an ability is usable once per day. Caster level equals the creatures HD, and the save DC is Charisma-based. Abilities Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4.

Das könnte Ihnen auch gefallen