3e SRD:Half-Celestial
This material is published under the OGL 1.0a. |
Half-Celestial[edit]
"Half-celestial" is a template that can be added to any corporeal creature with an Intelligence score of 4 or more and nonevil alignment (referred to hereafter as the "base creature"). The creature’s type changes to "outsider." It uses all the base creature’s statistics and special abilities except as noted here.
Speed: There is a 75% chance that a half-celestial has feathered wings. The creature can fly at twice the base creature’s normal speed (good maneuverability).
AC: Natural armor improves by +1.
Special Attacks: A half-celestial retains all the special attacks of the base creature and also gains the supernatural ability to use light at will as the spell. Half-celestials with an Intelligence or Wisdom score of 8 or higher possess the following spell-like abilities, using their level as the caster level, as specified in the table below. Unless otherwise indicated, the ability is usable once per day.
Level | Abilities |
---|---|
1–2 | Protection from evil, 3/day, bless |
3–4 | Aid, detect evil |
5–6 | Cure serious wounds, neutralize poison |
7-8 | Holy smite, remove disease |
9–10 | Dispel evil |
11-12 | Holy word |
13-14 | Holy aura 3/day, hallow |
15-16 | Symbol |
17-18 | Summon monster IX (celestials only) |
19+ | Resurrection |
Special Qualities: A half-celestial has all the special qualities of the base creature, plus low-light vision. Half-celestials are immune to acid, cold, disease, and electricity, and gain a +4 racial bonus to Fortitude saves against poison.
Base Saves: Same as the base creature
Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4.
Skills: A half-celestial has 8 skill points, plus its Intelligence modifier, per Hit Die. Treat skills from the base creature’s list as class skills and other skills as cross-class. If the creature has a class, it gains skills for class levels normally.
Feats: Half-celestials have one feat for every four levels or the base creature’s total of feats, whichever is greater.
Climate/Terrain: Same as either the base creature or the celestial
Organization: Same as the base creature
Challenge Rating: Same as the base creature +1
Alignment: Always good (any)
Treasure: Same as the base creature
Advancement: Same as the base creature
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