3e SRD:Celestial, Avoral
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|This material is published under the OGL 1.0a.|
|Size/Type:||Medium Outsider (Good)|
|Hit Dice:||7d8+7 (38 hp)|
|Initiative:||+7 (+3 Dex, +4 Improved Initiative)|
|Speed:||40 ft., fly 90 ft. (good)|
|AC:||21 (+3 Dex, +8 natural)|
|Attacks:||2 claws +9 melee; or 2 wings +9 melee|
|Damage:||Claw 2d6+2; wing 2d8+2|
|Face/Reach:||5 ft. by 5 ft./5 ft.|
|Special Attacks:||Spell-like abilities, fear aura|
|Special Qualities:||Damage reduction 10/+1, SR 25, celestial qualities, lay on hands, animal telepathy, true seeing|
|Saves:||Fort +6, Ref +8, Will +8|
|Abilities:||Str 15, Dex 17, Con 12, Int 15, Wis 16, Cha 16|
|Skills:||Animal Empathy +10, Concentration +8, Hide +10, Knowledge (any two) or Craft (any two) +9, Listen +10, Move Silently +10, Sense Motive +10, Spellcraft +9, Spot +18|
|Feats:||Improved Initiative, Flyby Attack|
|Climate/Terrain:||Any land and underground|
|Organization:||Solitary, pair, or squad (3-5)|
|Treasure:||No coins; double goods; standard items|
|Alignment:||Always neutral good|
|Advancement:||8-14 HD (Medium-size); 15-21 HD (Large)|
Celestials speak Celestial, Infernal, and Draconic.
Their visual acuity is unbelievable: They can see detail on objects up to 10 miles away and are said to be able to discern the color of a creature’s eyes at 200 paces.
Tongues (Su): All celestials can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active.
Immunities (Ex): All celestials are immune to electricity and petrification attacks. Devas, planetars, and solars are also immune to cold and acid.
Resistances (Ex): Guardinals and eladrins have cold and acid resistance 20. Devas, planetars, and solars have fire resistance 20.
All celestials receive a +4 racial bonus to Fortitude saves against poison.
Keen Vision (Ex): All celestials have low-light vision and 60-foot darkvision.
Spell-Like Abilities: At will: aid, blur (self only), command, detect magic, dimension door, dispel magic, gust of wind, hold person, light, magic circle against evil (self only), magic missile, and see invisibility; 1/day-lightning bolt. These abilities are as the spells cast by an 8th-level sorcerer (save DC 13 + spell level).
Fear Aura (Su): Once per day an avoral can create an aura of fear in a 20-foot radius. It is otherwise identical with fear as cast by an 8th-level sorcerer (save DC 17).
Celestial Qualities: Aura of menace (save DC 16), magic circle against evil, electricity and petrification immunity, teleport, tongues, +4 save against poison.
Lay on Hands (Su): This works just like the paladin’s ability, but the avoral can heal as much damage per day as its own undamaged hit point total.
Animal Telepathy (Su): An avoral can mentally communicate with animals as a free action. This works exactly like speak with animals as cast by an 8th-level druid but does not require sound.
True Seeing (Su): This is identical with true seeing as cast by a 14th-level cleric, except that it has personal range and the avoral must concentrate for 1 full round before it takes effect. Thereafter it remains in effect as long as the avoral concentrates on it.
Skills: An avoral’s sharp eyes give it a +8 racial bonus to Spot checks.
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