Empyreal Creature

From Epic Path
Jump to navigation Jump to search
Not just anybody can do this, you know. Well, okay, they can if they have this pattern. But otherwise...

Empyreal Creature Pattern (+2 CR)

Alignment: changes to Lawful Good


Empyreal Creature is a pattern that can be added to any creature, subject to DM approval. Empyreal is a stronger variant of the "Celestial" pattern, and has all of the features of the Celestial pattern plus their glorious Benediction power. A Celestial creature is assumed to be blessed by some high good bloodline at some point in their past. An Empyreal creature has the same blessing, but it is much stronger, and there is much more Celestial power in their bloodline. Empyreal creatures are thus even more saintly than their Celestial cousins. Can be used in all cases in the same ways as Celestial, except with more 'oomph'. A good caster may be able to summon Empyreal Creatures if they are pure enough, and such creatures are surely exemplars of goodness, no matter what their base creatures may be like on the Prime Material!

This impressively powerful creature seems to be elevated by some kind of dangerous celestial might.

General

Init: +2 CRs greater than base creature.
Ambush Chance: -1 (better at ambushes)
Senses:
Perception: +2 CRs greater than base creature.
Movement Types:

Defense

AC: +2 CRs greater than base creature.
Hit Points: +2 CRs greater than base creature.
Fort: +1 CRs greater than base creature.
Refl: +1 CRs greater than base creature.
Will: +1 CRs greater than base creature.
Special Defenses:
Strong Against:
Weak Against:

Offense

Space / Reach: - / -
To-Hits: +2 CRs greater than base creature.
Damage: +2 CRs greater than base creature.

Statistics

Str: 6    Dex: 6    Con: 6    Int: 6    Wis: 6    Cha: 6
Feats:
Skills:
Languages:

Special Abilities

Smite Evil (Su; Empyreal Creature Pattern)

Once per encounter, as a swift action, an Empyreal creature may choose one evil-aligned creature to Smite. Once it has declared its Smite Evil target, it adds a +3 bonus to melee attack rolls, and a damage bonus, against that target only, of 2 points of damage, inflicted as radiant (energy, uncommon) damage. Smite Evil persists until the target is dead or the end of the encounter.

Benediction (Su; Empyreal Creature Pattern)

Once per encounter, as a swift action, an Empyreal creature may pronounce a Benediction upon a single creature within 50 feet of its space to whom it has line of effect and line of sight. If this is targeted at a Good-aligned, ally creature, then it heals that target for a number of hit points equal to 1d6. If this is targeted at an Evil-aligned enemy creature, it instead inflicts 1d6 points of radiant (energy, uncommon) damage. A Will save against a DC of 14 will reduce this damage by half.