Celestial Creature

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Not just anybody can do this, you know. Well, okay, they can if they have this pattern. But otherwise...

Celestial Creature Pattern (+2 CR)



This creature moves lightly and easily, and seems able to fly freely at will.

General

Senses:
Movement Types:

Defense

Special Defenses:
Strong Against:
Weak Against:

Offense

Space / Reach: - / -

Statistics

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

Special Abilities


Celestial Creature is a pattern that can be added to any creature that is a Good variant of a base creature. Silver puddings, Celestial Orcs, good-guy Ogres, and so forth can be created with this pattern.

A Celestial Creature uses all of the base creature's statistics and abilities except as noted below.

CR (challenge rating)

Same as base creature +1.

Size and Type

The creature's Size does not change. Its Type remains the same but it gains the subtype Good.

Initiative Modifier

The creature's initiative modifier increases by +1.

Senses

All senses such as scent, tremorsense, keen hearing, etc. are unchanged.

Armor Class

Celestial Creatures gain +1 AC.

Hit Dice

No changes.

Defensive Ability

A Celestial Creature gains the following abilities, which may be added to their Bestiary entry:

Aura

Same as Base Creature.

SR

Same as Base Creature.

Special Defenses

The Celestial Creature gains ER Cold, Acid, and Electricity equal to its adjusted CR. It also gains DR/evil equal to its adjusted CR.

Immunities

Same as the base creature, except any keywords of evil are changed to good and vice versa.

Weaknesses

Same as Base Creature.

Out of Combat

Same as base creature, except reversed in morality. If it used to revel in horror and blood, it now revels in good deeds and kindness, etc.

Speed

A Celestial Creature's base speed improves by ten feet in all movement categories it has.

Melee Attacks

A Celestial Creature retains all the base creature's attacks.

Damage

Space and Reach

No change.

Offensive Ability

A Celestial Creature gains the following abilities, which may be added to their Bestiary entry:

Smite Evil (Su)

Once per encounter, as a swift action, a celestial creature may choose one evil-aligned creature to Smite. Once it has declared its Smite target, it adds a +3 bonus to melee attack rolls, and a damage bonus equal to its Hit Dice. Smite persists until the target is dead or the Celestial creature rests.

Ability Scores

No changes.

Maneuver Offense and Maneuver Defense

No changes.

Feats

Skills

Sense Motive, CR+10. This is useful for detecting targets for their Smite Evil attack, if they have no other way of identifying a suitable victim (detect alignment, the PC who is smiting it, the PC with horns and a sign that reads "I'm Bad," etc.). Note that also makes summoning Celestial creatures for ignoble purposes a bit of a challenge if they figure out what you're doing...