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Knightfall's World of Kulan: Monster Compilations
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<blockquote data-quote="Knightfall" data-source="post: 2877331" data-attributes="member: 2012"><p><span style="color: DarkOrange"><strong>ANGEL, FIRE</strong></span></p><p><strong>Medium Outsider (Angel, Extraplanar, Fire, Lawful)</strong></p><p><strong>Hit Dice:</strong> 12d8+48 (102 hp)</p><p><strong>Initiative:</strong> +10 (Dex, Improved Initiative)</p><p><strong>Speed:</strong> 50 ft. (10 squares), fly 100 ft. (good)</p><p><strong>AC:</strong> 32 (+6 Dex, +16 natural), touch 16, flat-footed 26</p><p><strong>Base Attack/Grapple:</strong> +12/+18</p><p><strong>Attack:</strong> <em>+2 flaming burst longsword</em> +20 melee (1d8+8 plus stun) or slam +18 melee (1d8+11)</p><p><strong>Full Attack:</strong> <em>+2 flaming burst longsword</em> +20/+15/+10 melee (1d8+8 plus stun) or slam +18 melee (1d8+11)</p><p><strong>Space/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Spell-like abilities, stun</p><p><strong>Special Qualities:</strong> Damage reduction 10/chaos, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10, spell resistance 30, tongues, uncanny dodge</p><p><strong>Saves:</strong> Fort +14, Ref +14, Will +12</p><p><strong>Abilities:</strong> Str 22 (+6), Dex 22 (+6), Con 18 (+4), Int 20 (+5), Wis 18 (+4), Cha 22 (+6)</p><p><strong>Skills:</strong> Concentration +22, Craft or Knowledge (any three) +21, Diplomacy +21, Escape Artist +24, Hide +21, Intimidate +21, Listen +19, Move Silently +21, Sense Motive +20, Spot +19, Use Rope +16 (+18 with bindings)</p><p><strong>Feats:</strong> Alertness, Cleave, Great Fortitude, Improved Initiative, Power Attack</p><p></p><p><strong>Continent/Region:</strong> Any</p><p><strong>Environment:</strong> Elemental Plane of Fire and Paraelemental Plane of Magma</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 16</p><p>Treasure: No coins; double goods; standard items</p><p><strong>Alignment:</strong> Always lawful neutral</p><p><strong>Advancement:</strong> 13-18 HD (Medium); 19-36 HD (Large)</p><p><strong>Level Adjustment:</strong> +11</p><p></p><p><em>This celestial creature has reddish yellow skin and crimson colored feathered wings. It carries a flaming longsword and its body glows with an inner fire.</em></p><p></p><p>Fire angels are lawful outsiders native to the Elemental Plane of Fire and the Paraelemental Plane of Magma. They were once astral devas in the service to the good deities of Trel (in Kulanspace), but they migrated to the Elemental Planes after their gods, and the world of Trel, were destroyed by Mussin.</p><p></p><p>Other angels consider them to be fallen from grace, but the truth is they’re entire nature changed after their migration. They now serve the lawful neutral deities of the World of Kulan and Kulanspace, most notably Cull, Darahl, Ma-Haukuai, Helios, Horus, Ptah, Shapash, and Varmut. Fire angels, devoted to Cull, consider the followers of Mussin to be their blood enemies.</p><p></p><p>A fire angel is about 7 ½ feet tall and weighs about 250 pounds. It looks like an astral deva except that its skin is the color of a raging fire and its feathered wings are crimson red. A smoky haze always surrounds a fire angel and its body glows with an inner fire. Its eyes are as black as coal.</p><p></p><p>Fire angels speak Celestial, Draconic, Infernal, and Ignan, though they can speak with almost any creature because of their tongues ability.</p><p></p><p><strong>Combat</strong></p><p>A fire angel is not afraid to enter melee combat, and will do so with zeal, in the name of its deity. It always attacks chaotic opponents first, attempting to smite. A fire angel always wields a +2 flaming burst longsword in melee, but can attack with a slam if its weapon is destroyed.</p><p></p><p>Fire angels are steadfast in the service of the lawful ideal. They also believe in the Tenets of the Balance, or at least, in their role as the balancing force against chaos, and will often pledge service to the faithful of Mirella or powerful dragons with the Fire subtype, in order to battle chaos.</p><p></p><p>A fire angel's natural weapons, as well as any weapons it wields, are treated as law-aligned for the purpose of overcoming damage reduction.</p><p></p><p><em>Spell-like Abilities</em>: At will―<em>aid</em>, <em>continual flame</em>, <em>detect chaos</em>, <em>discern lies</em> (DC 20), <em>dispel evil</em> (DC 21), <em>dispel magic</em>, <em>holy aura</em> (DC 24), <em>holy smite</em> (DC 20), <em>holy word</em> (DC 23), <em>invisibility</em> (self only), <em>plane shift</em> (DC 23), <em>polymorph</em> (self only), <em>remove curse</em> (DC 19), <em>remove disease</em> (DC 19), <em>remove fear</em> (DC 17). 7/day―<em>cure light wounds</em> (DC 17), <em>see invisibility</em>. 1/day―<em>burning hands</em> (DC 17), <em>blade barrier</em> (DC 22), <em>fire seeds</em> (DC 22), <em>fire shield</em>, <em>flaming sphere</em> (DC 18), <em>heal</em> (DC 22), <em>produce flame</em>, <em>wall of fire</em>. Caster level: 12th. The save DCs are Charisma-based.</p><p></p><p><em>Protective Aura</em> (Su): Against attacks made or effects created by chaotic creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 ft. of the fire angel. Otherwise, it functions as a magic circle against chaos effect and a lesser globe of invulnerability, both with a radius of 20 ft. (caster level equals fire angel's HD). This aura can be dispelled, but the fire angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in a fire angel's statistics block.)</p><p></p><p><em>Stun</em> (Su): If a fire angel strikes an opponent twice in one round with its sword, that creature must succeed on a DC 22 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.</p><p></p><p><em>Tongues</em> (Su): All fire angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to fire angel's Hit Dice). This ability is always active.</p><p></p><p><em>Uncanny Dodge</em> (Ex): A fire angel retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 16th-level. It can flank characters with the uncanny dodge ability as if it were a 12th-level rogue.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 2877331, member: 2012"] [COLOR=DarkOrange][B]ANGEL, FIRE[/B][/COLOR] [B]Medium Outsider (Angel, Extraplanar, Fire, Lawful)[/B] [B]Hit Dice:[/B] 12d8+48 (102 hp) [B]Initiative:[/B] +10 (Dex, Improved Initiative) [B]Speed:[/B] 50 ft. (10 squares), fly 100 ft. (good) [B]AC:[/B] 32 (+6 Dex, +16 natural), touch 16, flat-footed 26 [B]Base Attack/Grapple:[/B] +12/+18 [B]Attack:[/B] [I]+2 flaming burst longsword[/I] +20 melee (1d8+8 plus stun) or slam +18 melee (1d8+11) [B]Full Attack:[/B] [I]+2 flaming burst longsword[/I] +20/+15/+10 melee (1d8+8 plus stun) or slam +18 melee (1d8+11) [B]Space/Reach:[/B] 5 ft. / 5 ft. [B]Special Attacks:[/B] Spell-like abilities, stun [B]Special Qualities:[/B] Damage reduction 10/chaos, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10, spell resistance 30, tongues, uncanny dodge [B]Saves:[/B] Fort +14, Ref +14, Will +12 [B]Abilities:[/B] Str 22 (+6), Dex 22 (+6), Con 18 (+4), Int 20 (+5), Wis 18 (+4), Cha 22 (+6) [B]Skills:[/B] Concentration +22, Craft or Knowledge (any three) +21, Diplomacy +21, Escape Artist +24, Hide +21, Intimidate +21, Listen +19, Move Silently +21, Sense Motive +20, Spot +19, Use Rope +16 (+18 with bindings) [B]Feats:[/B] Alertness, Cleave, Great Fortitude, Improved Initiative, Power Attack [B]Continent/Region:[/B] Any [B]Environment:[/B] Elemental Plane of Fire and Paraelemental Plane of Magma [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 16 Treasure: No coins; double goods; standard items [B]Alignment:[/B] Always lawful neutral [B]Advancement:[/B] 13-18 HD (Medium); 19-36 HD (Large) [B]Level Adjustment:[/B] +11 [I]This celestial creature has reddish yellow skin and crimson colored feathered wings. It carries a flaming longsword and its body glows with an inner fire.[/I] Fire angels are lawful outsiders native to the Elemental Plane of Fire and the Paraelemental Plane of Magma. They were once astral devas in the service to the good deities of Trel (in Kulanspace), but they migrated to the Elemental Planes after their gods, and the world of Trel, were destroyed by Mussin. Other angels consider them to be fallen from grace, but the truth is they’re entire nature changed after their migration. They now serve the lawful neutral deities of the World of Kulan and Kulanspace, most notably Cull, Darahl, Ma-Haukuai, Helios, Horus, Ptah, Shapash, and Varmut. Fire angels, devoted to Cull, consider the followers of Mussin to be their blood enemies. A fire angel is about 7 ½ feet tall and weighs about 250 pounds. It looks like an astral deva except that its skin is the color of a raging fire and its feathered wings are crimson red. A smoky haze always surrounds a fire angel and its body glows with an inner fire. Its eyes are as black as coal. Fire angels speak Celestial, Draconic, Infernal, and Ignan, though they can speak with almost any creature because of their tongues ability. [B]Combat[/B] A fire angel is not afraid to enter melee combat, and will do so with zeal, in the name of its deity. It always attacks chaotic opponents first, attempting to smite. A fire angel always wields a +2 flaming burst longsword in melee, but can attack with a slam if its weapon is destroyed. Fire angels are steadfast in the service of the lawful ideal. They also believe in the Tenets of the Balance, or at least, in their role as the balancing force against chaos, and will often pledge service to the faithful of Mirella or powerful dragons with the Fire subtype, in order to battle chaos. A fire angel's natural weapons, as well as any weapons it wields, are treated as law-aligned for the purpose of overcoming damage reduction. [I]Spell-like Abilities[/I]: At will―[I]aid[/I], [I]continual flame[/I], [I]detect chaos[/I], [I]discern lies[/I] (DC 20), [I]dispel evil[/I] (DC 21), [I]dispel magic[/I], [I]holy aura[/I] (DC 24), [I]holy smite[/I] (DC 20), [I]holy word[/I] (DC 23), [I]invisibility[/I] (self only), [I]plane shift[/I] (DC 23), [I]polymorph[/I] (self only), [I]remove curse[/I] (DC 19), [I]remove disease[/I] (DC 19), [I]remove fear[/I] (DC 17). 7/day―[I]cure light wounds[/I] (DC 17), [I]see invisibility[/I]. 1/day―[I]burning hands[/I] (DC 17), [I]blade barrier[/I] (DC 22), [I]fire seeds[/I] (DC 22), [I]fire shield[/I], [I]flaming sphere[/I] (DC 18), [I]heal[/I] (DC 22), [I]produce flame[/I], [I]wall of fire[/I]. Caster level: 12th. The save DCs are Charisma-based. [I]Protective Aura[/I] (Su): Against attacks made or effects created by chaotic creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 ft. of the fire angel. Otherwise, it functions as a magic circle against chaos effect and a lesser globe of invulnerability, both with a radius of 20 ft. (caster level equals fire angel's HD). This aura can be dispelled, but the fire angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in a fire angel's statistics block.) [I]Stun[/I] (Su): If a fire angel strikes an opponent twice in one round with its sword, that creature must succeed on a DC 22 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based. [I]Tongues[/I] (Su): All fire angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to fire angel's Hit Dice). This ability is always active. [I]Uncanny Dodge[/I] (Ex): A fire angel retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 16th-level. It can flank characters with the uncanny dodge ability as if it were a 12th-level rogue. [/QUOTE]
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