Angel, Variant (3.5e Creature)
Angel (Malakhim)[edit]
An archangel,by ApostateJT |
This humanoid looking creature is fair and has stark features, unearthly beauty and a tall body that he or she might choose to hide from view. Eyes look as though they see through you, a piercing teal or blue that warms the heart and calms the mind.
Angels, also known as the Malakhim (meaning messengers or angels), are the lowest order of the angels, and the most familiar to men. They are the ones most concerned with the affairs of living things. Within the category of angels, there are different kinds, with different functions. The angels are sent as messengers to men. An angel stands about 6 feet tall and weighs around 160 pounds.
Combat[edit]
Angels are capable warriors, spellweavers, scouts and diplomats, with strong convictions, preferring to focus wholeheartedly upon their foe or their mission in order to spare the innocent from collateral damage. They often sidle through the world of the living, disguising themselves as humans or elves. Angels are the lowest rank within the celestial hierarchy, and have effective rank 1 as a true celestial. Angels can extrude their wings from their bodies (and make them disappear) at will.
An angel is treated as an 8 HD creature when targeted by HD-dependent effects, and its natural weapons and any weapons it wields are treated as good-aligned for the purpose of overcoming damage reduction.
Divine Aura (Su): An angel's divine aura functions like a globe of invulnerability, rendering the angel immune to all spells of level 1 or lower.
Divine Presence (Su): An angel's divine presence extends out in a 20-foot emanation, and functions as an enhanced magic circle against evil, granting its benefits to any creature inside it, as well as protecting every good-aligned creature within range with a holy aura spell.
Regeneration (Ex): Evil-aligned weapons and spells with the Evil descriptor deal normal damage to an angel. If an angel loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Smite (Su): An angel's natural attack as well as attacks with any weapon it wields deal 1d8 extra damage to any evil creature, or half that to a neutral creature, or 2d6 added damage in case of an evil-aligned outsider. Good creatures do not incur any extra damage from an angel's smite.
Spell-Like Abilities: At will—bless, light; 3/day—cure serious wounds, dispel magic, remove disease; 1/day—break enchantment, restoration. Caster level 7th. Save DCs are Charisma-based.
The following abilities are always active on an angel’s person, as the spells (caster level 7th)
detect evil, detect magic, detect thoughts, tongues
Turn Undead (Su): An angel can turn undead like a 6th level cleric.
Spells: Angels can cast divine spells as 7th-level clerics. An angel has access to two of the following domains: Good, Healing, Protection and Sun (plus any others from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/6/5/4/2; save DC 14 + spell level)
0—create water, guidance, read magic (×2), resistance (×2); 1st—bless water, detect undead, divine favor, obscuring mist, remove fear, sanctuary*; 2nd—eagle's splendor, enthrall, remove paralysis, shield other*, spiritual weapon; 3rd—daylight, invisibility purge, protection from energy*, remove curse; 4th—holy smite*, lesser planar ally
*Domain spell. Domains: Good and Protection.
True Celestial Immunities (Ex): Ability damage and ability drain, disease, poison, petrification, polymorphing and death from massive damage.
Turn Undead (Su): An angel can turn undead with an effective cleric level of 9.
Archangel[edit]
These prestigious warrior Malakhim are the keepers of Celestis, leading the armies of good into combat against the forces of Hell.
An archangel is treated as a 17 HD creature when targeted by HD-dependent effects, and its natural weapons and any weapons it wields are treated as good-aligned for the purpose of overcoming damage reduction.
Smite (Su): An archangel's natural attack as well as attacks with any weapon it wields deal 1d8 extra damage to any evil creature, or half that to a neutral creature, or 3d6 added damage in case of an evil-aligned outsider. Good creatures do not incur any extra damage from an archangel's smite.
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