1) The document describes the traits and abilities of a half-celestial, which is a creature that is part celestial. Its traits include increased hit dice, outsider type, damage reduction, spell-like abilities, and ability score increases.
2) A half-celestial gains special abilities depending on its hit dice, including smite evil and spell-like abilities such as bless, cure serious wounds, and holy smite.
3) The document also provides information on angels, noting they have darkvision, immunity to several energy types, resistance to other types, protection aura against evil creatures, and truespeech to communicate in any language.
1) The document describes the traits and abilities of a half-celestial, which is a creature that is part celestial. Its traits include increased hit dice, outsider type, damage reduction, spell-like abilities, and ability score increases.
2) A half-celestial gains special abilities depending on its hit dice, including smite evil and spell-like abilities such as bless, cure serious wounds, and holy smite.
3) The document also provides information on angels, noting they have darkvision, immunity to several energy types, resistance to other types, protection aura against evil creatures, and truespeech to communicate in any language.
1) The document describes the traits and abilities of a half-celestial, which is a creature that is part celestial. Its traits include increased hit dice, outsider type, damage reduction, spell-like abilities, and ability score increases.
2) A half-celestial gains special abilities depending on its hit dice, including smite evil and spell-like abilities such as bless, cure serious wounds, and holy smite.
3) The document also provides information on angels, noting they have darkvision, immunity to several energy types, resistance to other types, protection aura against evil creatures, and truespeech to communicate in any language.
1) The document describes the traits and abilities of a half-celestial, which is a creature that is part celestial. Its traits include increased hit dice, outsider type, damage reduction, spell-like abilities, and ability score increases.
2) A half-celestial gains special abilities depending on its hit dice, including smite evil and spell-like abilities such as bless, cure serious wounds, and holy smite.
3) The document also provides information on angels, noting they have darkvision, immunity to several energy types, resistance to other types, protection aura against evil creatures, and truespeech to communicate in any language.
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Meio celestial
CR: HD 5 or less, as base creature + 1; HD 610, as base
creature + 2; HD 11 or more, as base creature + 3. Alignment: Any good. Type: The creatures type changes to outsider (native). Do not recalculate HD, BAB, or saves. Armor Class: Natural armor improves by +1. Defenses/Qualities: It gains darkvision 60 feet; immunity to disease; +4 racial bonus on saves vs. poison; acid, cold, and electricity resist 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to CR + 11 (maximum 35). Speed: Unless the base creature f lies better, the half-celestial f lies at twice the base creatures land speed (good maneuverability). Special Abilities: A half-celestial gains the following. Smite Evil (Su): Once per day it can deal extra damage equal to its HD (maximum of +20) with a melee attack against an evil foe. Spell-Like Abilities: A half-celestial with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities depending on its Hit Dice. Unless otherwise noted, an ability is usable once per day. Caster level equals the creatures HD (or the caster evel of the base creatures spell-like abilities, whichever is higher). devote consecrate dedicate establish sanctify hallow bless inaugurat hD Abilities hD Abilities 12 Pro. evil 3/day, bless 1112 Holy word 34 Aid, detect evil 1314 Holy aura 3/day, hallow 56 Cure ser. wounds, neut. poison 1516 Mass charm monster 78 Holy smite, remove disease 1718 Summon monster IX (celestials only) 910 Dispel evil 1920 Resurrection Abilities: A half-celestial gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three. Skills: A half-celestial with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modif ier. Angel Subtype: Angels are a race of celestials, or good outsiders, native to the good-aligned outer planes. An angel possesses the following traits (unless otherwise noted in a creatures entry). Darkvision 60 feet and low-light vision. Immunity to acid, cold, and petrif ication. Resistance to electricity 10 and f ire 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 def lection 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). The defensive benef its from the circle are not included in an angels statistics block. Truespeech (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.