3e SRD:Celestial, Ghaele

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Ghaele (Eladrin)[edit]

Size/Type: Medium Outsider (Chaotic, Good)
Hit Dice: 10d8+20 (65 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 50 ft., fly 150 ft. (perfect)
AC: 25 (+1 Dex, +14 natural)
Attacks: +4 greatsword +21/+16 melee; or 2 light rays +11 ranged touch
Damage: +4 greatsword 2d6+14 and positive energy; light ray 2d12
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, spells, gaze, positive energy
Special Qualities: Damage reduction 25/+1, SR 28, celestial qualities, alternate form
Saves: Fort +9, Ref +8, Will +10
Abilities: Str 25, Dex 12, Con 15, Int 17, Wis 16, Cha 16
Skills: Animal Empathy +13, Concentration +12, Escape Artist +11, Hide +11, Knowledge (any three) or Craft (any three) +13, Listen +15, Move Silently +11, Sense Motive +13, Spot +15
Feats: Alertness, Blind-Fight, Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 13
Treasure: No coins; double goods; standard items
Alignment: Always chaotic good
Advancement: 11-15 HD (Medium-size); 16-30 HD (Large)

Celestials speak Celestial, Infernal, and Draconic.

Combat

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, alter self, charm monster, color spray, comprehend languages, continual flame, cure light wounds, dancing lights, detect evil, detect thoughts, dispel magic, hold monster, improved invisibility (self only), major image, see invisibility, and teleport without error (self plus 50 pounds of ob¬jects only); 1/day-chain lightning, prismatic spray, and wall of force. These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level).

Spells: Ghaeles in humanoid form can cast divine spells from the cleric list and the Air, Animal, Chaos, Good, and Plant domains as 14th-level clerics (save DC 13 + spell level).

Gaze (Su): In humanoid form-slay evil creatures of 5 or fewer HD, range 60 feet, Will negates DC 18. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Nonevil creatures, and evil creatures with more than 5 HD, must succeed at a Will save (DC 18) or suffer the fear effect.

Positive Energy (Ex): The ghaele’s incandescent sword deals an additional 2d6 points of positive energy damage to evil creatures.

Light Ray (Ex): A ghaele in globe form can project light rays with a range of 300 feet.

Celestial Qualities: Protective aura, electricity and petrification immunity, cold and acid resistance 20, tongues, +4 save against poison.

Alternate Form (Su): A ghaele can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack.

A ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.



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