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Heaven's Guard (3.5e Creature)

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Heaven's Guard
Size/Type: Medium Outsider (Angel)
Hit Dice: 10d10+45 (95 hp)
Initiative: +10
Speed: 30 ft. (6 squares), fly 400 ft. (best)
Armor Class: 23 (+5 dex, +8 Immortal Armor), touch 15, flat-footed 18
Base Attack/Grapple: +12/+7/+2/+4
Attack: Greatsword +16/+11/+6 melee (2d6+4)
Full Attack: Greatsword +16/+11/+6 melee (2d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Teleport Sneak Attack +1d6, Reveal, Holy Smite, Meteoric Charge, Gravity Reversal, Rejuvenation, Multiplicity, Warp Reality, Spells
Special Qualities: Semi-incorporeal, Aura Of Good, Divinity
Saves: Fort +12, Ref +12, Will +12
Abilities: Str 19, Dex 20, Con 20, Int 19, Wis 22, Cha 21
Skills: All Skills +7
Feats: Cleave, Great Cleave, Power Attack, Alertness, Improved Initiative, Improved Bull-rush, Blindfight, Dodge, Uncanny Dodge, Combat Casting, Improved Trip, Improved Critical, Alertness, Ambidexterity, Combat Reflexes, Deflect Arrows, Sunder
Environment: Any
Organization: Usually Solitary
Challenge Rating: 16
Treasure: Immortal Armor, Adamantine Greatsword, Legendstone (0.5 lbs.)
Alignment: Always Chaotic Good
Advancement: None
Level Adjustment: +10
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More information...

First appearing as a streak of light burning through the sky, smashing into the ground like a meteor, then rising to reveal a tall muscular angel clad in a glowing chromed breastplate and having no wings and no mouth, with burning white eyes.

Heaven's Guard are rather oddly named angels considering their sole purpose in life is to seek and destroy. They do not bring fortune to men, nor do they go around doing good deeds. They bring no message to mortals other than "Some deity wants your head!" They serve only good deities and function as elite killers and in some cases horrifying armies of one to fight evil groups.

Heaven's Guard are angels which the gods surround themselves with for their protection and the security of their domain, but occasionally will send one after someone who has done them particular wrongs. In such an event they burst from the heavens with rocket-like speed, traversing planes at will. Once their mark is acquired they will relentlessly pursue their victims, ignoring everything else completely, save for killing anything that stands in their way. They do not ever need to eat, sleep or rest and will focus every part of themselves on killing their target.

Heaven's Guard can sense their target at all times, but only if the god they serve can, and know instinctively where their target is, how to get to them, what they are doing and what they are thinking at all times. They will chase and eliminate their target, almost atomotonically , showing no emotion and fighting to the death, regardless of how hopeless a situation may become. They never flee, never back down and never show, or feel, any fear.

Combat[edit]

Heaven's Guard will always open combat by surprise, hurling themselves like a meteor into their opponent from above. Soon thereafter they employ a battery of special abilities to distract, befuddle and incapacitate their enemies. Finally they will make liberal use of melee combat to finish off their opponents.

Gravity Reversal (Su): The Heaven's Guard can alter gravity at will by changing its direction as a standard. This can cause falling damage in any direction.

Holy Smite: As the ability used by a 10th level Paladin.

Meteoric Charge (Ex): The Heaven's Guard can launch itself at an enemy in attempt to ram it into the ground or a wall. Make opposing strength checks with a +15 for the Heaven's Guard. If successful the Heaven's Guard can sweep their target off the ground and move them up to 100 feet. If the target is moved into a wall or the ground they take 5d6 impact damage. This replaces a full round attack.

Multiplicity (Su): Twice per day the Heaven's Guard can use a standard action to suddenly split itself into 3d4 clones. Each clone has all the abilities of the original, but only 1 hit point.

Rejuvenation (Sp): Twice per day the Heaven's Guard can spontaneously heal itself as a standard action. This restores half their maximum hit points.

Reveal (Su): Once every 2d4 rounds the Heaven's Guard can reveal its wings which are normally undetectable. The wings themselves are incorporeal objects with a 60 foot span that appear as brightly shining and chromatic in color. Their mere appearance can be quite daunting to mortal creatures, blinding them, stunning them and possibly even killing them outright. Any creature that witnesses the revealing of the wings must make a Fort save (DC 22) or suffer the following ill effects: 1-50%: The creature is momentarily blinded causing them to suffer a -4 to attack rolls for 1d3 rounds, 51-75%: The creature becomes traumatized and cannot attack, but defends itself normally for 1d3 rounds, 76-95%: the creature is stunned and cannot take any action or defend itself for 1d3 rounds, 96-100%: The creature is killed outright. Clones created by Multiplicity cannot use this ability.

Spells: Once per day the Heaven's Guard can cast Heaven's Judgement as a 10th level cleric.

Teleport Sneak Attack (Su): As a standard action the Heaven's Guard can teleport anywhere within 500 ft. They may teleport immediately behind their opponent and make a surprise sneak attack at a +4 and deal an extra 1d6 damage.

Warp Reality (Su): As a standard action the Heaven's Guard can bend the fabric of space to their advantage. This allows them to increase or decrease the distance between two points up to 50%, effectively doubling or halving the distance one can move in a turn, change the size or shape of a doorway or opening by 50% or cause an opponent's weapon to change size (dealing half or double damage for one round) or to exaggerate the size of ones exposed areas (doubling or halving their AC for one round).


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