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True Celestial (DnD Creature Subtype)

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Created By
Sulacu (talk)
Date Created: March 10, 2008
Status: Completed
Editing: Please feel free to edit constructively!

[edit] True Celestial Subtype

This subtype pertains to celestials that make up the Coelesti Hierarchia, the hierarchy of angels, and like angels they are mostly good-aligned outsiders. Some differ from this alignment pretext, however.

[edit] Traits

A true celestial possesses the following traits (unless otherwise noted in a creature’s entry).

  • True Celestials always embody a single alignment; they are always either chaotic, evil, good, or lawful, but never any combination thereof.
  • d10 Hit Die, with maximum hit points for each die. This overrides the outsider's usual d8, but does not supplant additional class HD.
  • A base movement speed as per the following table, with an added sacred bonus to all movement speeds the creature has, equal to 10 feet per rank.
Table: True Celestial Speeds
Size Speed (Biped)1 Speed (Quadruped)2
Fine 10 ft. 20 ft.
Diminutive 15 ft. 30 ft.
Tiny 20 ft. 40 ft.
Small 30 ft. 50 ft.
Medium 40 ft. 60 ft.
Large 50 ft. 80 ft.
Huge 60 ft. 100 ft.
Gargantuan 80 ft. 120 ft.
Colossal 100 ft. 140 ft.
  1. Or any form with two or fewer legs.
  2. Or any form with three or more legs.

Note: Use the Biped column for burrow and swim speeds for all
celestials regardless of form. Use half the value in the Biped column
for climb speeds for all celestials. Use twice the value in the
Quadruped column for fly speeds for all celestials capable of flying.

  • Deflection bonus to Armor Class equal to their Charisma modifier.
  • Rank: Every true celestial has a rank ranging from 1 to 9, where 1 is the lowest and 9 is the highest. This rank is not to be confused with divine rank. The celestial has a divine bonus to Armor Class equal to twice their rank and a natural armor bonus equal to twice their rank + 7. They add their rank to all attack rolls, caster level checks, initiative checks, saving throws and skill checks. They also have a spell resistance equal to 16 plus their Hit Dice plus their rank.
  • Divine Aura (Su): A true celestial has an aura that functions like a globe of invulnerability against spells of a level lesser than or equal to their rank. Their spell resistance still applies to spells of higher levels.
  • Divine Presence (Su): Any creature sharing the true celestial's alignment, within a distance of 10 feet plus an additional 10 feet per its rank, is protected as per a holy aura (or its chaotic, evil or lawful counterpart). Against attacks made or effects created by creatures of opposing alignment, this ability provides these selected creatures with a +4 deflection bonus to Armor Class and a +4 resistance bonus on saving throws. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with an effective radius equal to the effect radius of the true celestial's divine presence ability.
  • Holy Smite (Su): A true celestial can smite its foes. This works as a holy smite spell with a caster level of 1 + the true celestial's rank, although it is centered upon one creature and the effect is charged into a weapon (either natural or manufactured). The weapon then deals its normal damage plus divine damage from the smite. There is no save for half damage. A true celestial may use its holy smite ability at will, generally applying it to all its attacks.
  • Immunity to acid and cold.
  • True Celestial Immunities (Ex): Ability damage and ability drain, disease, poison, petrification, polymorphing and death from massive damage.
  • Regeneration as follows.
Table: True Celestial Regeneration
Rank Regeneration1
1-2 5/evil
3-4 10/evil
5-6 20/evil
7-8 30/evil
9 30/-
  1. Becomes Regeneration/epic and evil when
    the true celestial has over 25 HD.
Table: True Celestial Damage Reduction
Rank Damage Reduction1
1-2 10/magic
3-4 15/magic
5-6 20/magic
7-8 25/magic
9 30/magic
  1. Becomes DR/epic when the true
    celestial has over 25 HD.
  • Spells: True celestials cast spells as a cleric of an effective level equal to their Hit Dice, and have access to two domains. Possible domains to choose can be found in the particular creature listing.
  • Spell-Like Abilities: True celestials usually have their own spell-like abilities, but next to these all true celestials have detect evil and detect thoughts constantly active.
  • Tongues (Su): All true celestials can speak with any creature that has a language, as though using a tongues spell (caster level equal to the true celestial's Hit Dice plus its rank). This ability is always active.
  • Turn Undead (Su): All true celestials can turn undead, gaining their rank as a bonus to their effective cleric level for the purpose of turning undead.



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