Celestial Creature: Difference between revisions

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   <!-- GENERAL ADJUSTMENTS -->
   <!-- GENERAL ADJUSTMENTS -->
| Pattern-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern-Name}}}
| Pattern-Name| Celestial Creature
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| CR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CR-Adj}}}
| CR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CR-Adj}}}
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| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description| '''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. Celestial Creature can be used to widen the variety of bad guys available to a group of Evil Aligned players, or it can be used to flesh out strange alternate Lateral Material Planes where things are topsy-turvy, and mirror images of 'normal' monsters exist. Celestial can also be used to create followers and henchmen for your NPC Constituents.  The little old Gnomish Mayor may seem a lot more substantial when the players realize she has a pet Silver Worm that she dotes on....
| Description| '''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. Celestial Creature can be used to widen the variety of bad guys available to a group of Evil Aligned players, or it can be used to flesh out strange alternate Lateral Material Planes where things are topsy-turvy, and mirror images of 'normal' monsters exist. Celestial can also be used to create followers and henchmen for your [[NPC]] Constituents.  The little old Gnomish Mayor may seem a lot more substantial when the players realize she has a pet Silver Worm that she dotes on....
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| Skill-Perception-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Skill-Perception-Adj}}}
| Skill-Perception-Adj|  
| Skill-Perception-Adj| 1
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| Hit-Points-Adj| 1
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| Maneuver-Defense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Defense-Adj}}}
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| Maneuver-Defense-Adj| 1
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| Add-Skill-Piloting=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Piloting}}}
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| Add-Skill-Sense-Motive| 3
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| Special-Ability-1-Type| Su
| Special-Ability-1-Type| Su
   <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
   <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
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| Special-Ability-1-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Description}}}
| Special-Ability-1-Description| 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 against that target only equal to its Hit Dice.  Smite persists until the target is dead or the end of the encounter.
| Special-Ability-1-Description| Once per encounter as a [[swift action]], a Celestial creature may choose one evil-aligned creature to Smite. Once it has declared its Smite Evil target, each of its attacks gain a +3 bonus to-hit, and {{Hit-Dice}} points of {{dmg|radiant}} damage, but only with attacks made against the Smite target.  Smite Evil persists until the target is dead or the end of the encounter.
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| Special-Ability-2-Type|  
| Special-Ability-2-Type|  
   <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
   <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
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| Special-Ability-2-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Action-Required}}}
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                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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| Special-Ability-2-Concentration|
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
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| Special-Ability-3-Type|  
| Special-Ability-3-Type|  
   <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
   <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
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| Special-Ability-3-Concentration|
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
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'''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...

Latest revision as of 18:27, 14 May 2022

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

Celestial Creature Pattern (+1 CR)

Alignment: changes to Pure Good
Subtype: add Good to subtypes


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. Celestial Creature can be used to widen the variety of bad guys available to a group of Evil Aligned players, or it can be used to flesh out strange alternate Lateral Material Planes where things are topsy-turvy, and mirror images of 'normal' monsters exist. Celestial can also be used to create followers and henchmen for your NPC Constituents. The little old Gnomish Mayor may seem a lot more substantial when the players realize she has a pet Silver Worm that she dotes on....

This creature seems to be empowered by some kind of dangerous celestial might.

General

Init: +1 CRs greater than base creature.
Senses:
Perception: +1 CRs greater than base creature.
Movement Types:

Defense

AC: +1 CRs greater than base creature.
Maneuver Defense: +1 CRs greater than base creature.
Hit Points: +1 CRs greater than base creature.
Special Defenses:
Strong Against:
Weak Against:

Offense

Space / Reach: - / -
To-Hits: +1 CRs greater than base creature.
Save DC's: +1 CRs greater than base creature.

Statistics

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

Special Abilities

Smite Evil (Su; Celestial Creature Pattern)

Once per encounter as a swift action, a Celestial creature may choose one evil-aligned creature to Smite. Once it has declared its Smite Evil target, each of its attacks gain a +3 bonus to-hit, and 2 points of radiant (energy, uncommon) damage, but only with attacks made against the Smite target. Smite Evil persists until the target is dead or the end of the encounter.