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<blockquote data-quote="the Jester" data-source="post: 5913129" data-attributes="member: 1210"><p><strong><span style="font-size: 18px">CELESTIAL </span> </strong></p><p><strong> Source: </strong>1e Monster Manual II, 3e Monster Manual.</p><p> </p><p>Celestials are strange, semi-angelic-looking beings that serve as powerful forces of goodness. Unlike true angels, while celestials are prone to serving gods, they have no innate hatred of primordials, and some have even served good-aligned primordials. Others serve good without serving a greater being, and some have even fought against one another when their views of good have conflicted. Regardless, though, celestials are the sworn foes of demons, devils and other fiends.</p><p> </p><p><strong>Potent and Singular:</strong> Though there are more than one of each type of celestial, they are few in number. Each has its own individual name and personality. They are entities of almost unrivaled potency, and rarely treat lesser creatures as equals.</p><p> </p><p><strong>Fly the Planes:</strong> Most celestials fly through the Astral Sea, propelling themselves in search of evil to destroy or helping good creatures in need. However, most are masters of many rituals, and are able to use ritual magic to transit to other planes. Thus, celestials can be found anywhere- in the world, the Feywild or Shadowfell, even in the depths of the Abyss.</p><p><strong></strong></p><p><strong>Saints and Heroes:</strong> Many celestials assume the roles of legendary heroes, saints, messiahs or similar individuals when they interact with what they consider to be lesser beings. Indeed, the classical image of the angel as a fully-featured humanoid with wings comes from celestial interaction with primitives in the early days of the humanoid races, and even now it still stirs in their racial subconsciousnesses.</p><p></p><p><strong><span style="font-size: 15px">Planetar --- Level 28 Elite Skirmisher </span></strong></p><p>Large immortal humanoid --- XP 26,000 </p><p>HP 504; Bloodied 252 Initiative +24</p><p>AC 42; Fortitude 39; Reflex 40; Will 42 Perception +29</p><p>Speed 7, fly 10 (hover) Darkvision</p><p>Immune fear; Resist 20 radiant</p><p>Saving Throws +2; Action Points 1</p><p></p><p><strong>TRAITS </strong></p><p><strong>Glorious Halo (radiant) * Aura 2</strong></p><p> Creatures within the aura cannot benefit from invisibility or concealment. A creature that starts its turn in the aura takes 0 radiant damage. </p><p><strong></strong></p><p><strong>STANDARD ACTIONS </strong></p><p><strong> </strong></p><p><strong>(mbasic) Mace (weapon) * At Will</strong></p><p> Attack: Melee 2 (one creature); +33 vs. AC.</p><p> Hit: 4d8+18 damage.</p><p></p><p><strong>(melee) Holy Smite (radiant, weapon) * At Will</strong></p><p> Attack: Melee 2 (one or two creatures); +33 vs. AC.</p><p> Hit: 4d10+14 radiant damage.</p><p></p><p><strong>(area) Heavenly Strike (radiant) * Encounter</strong></p><p> Requirement: The planetar must be bloodied.</p><p> Attack: Area burst 1 within 10 (each creature in burst); +31 vs. Reflex.</p><p> Hit: 5d10+14 radiant damage.</p><p> Miss: Half damage.</p><p></p><p><strong>MOVE ACTIONS </strong></p><p><strong> </strong></p><p><strong>Celestial Flight * At Will</strong></p><p> Effect: The planetar flies its speed. Any creature that makes an opportunity attack against it during this movement is blinded until the end of that creature's next turn.</p><p></p><p><strong>TRIGGERED ACTIONS </strong></p><p><strong> </strong></p><p><strong>(close) Fearsome Glare (fear) * Encounter</strong></p><p> Trigger: The planetar becomes bloodied.</p><p> Attack (Free Action): Close blast 4 (each enemy in blast); +31 vs. Will.</p><p> Hit: The target moves its speed away from the planetar by the safest available route and then is stunned (save ends).</p><p>---</p><p>Skills Intimidate +27, Religion +25</p><p>Str 26 Dex 26 Wis 30</p><p>Con 20 Int 22 Cha 27 </p><p>Alignment good or lawful good Languages Supernal</p><p>Equipment chain armor, mace</p><p></p><p><strong><span style="font-size: 15px">Solar --- Level 30 Elite Soldier (Leader)</span></strong> </p><p>Large immortal humanoid --- XP 26,000 </p><p>HP 544; Bloodied 272 Initiative +23</p><p>AC 46; Fortitude 42; Reflex 40; Will 45 Perception +30</p><p>Speed 7, fly 10 (hover) Darkvision</p><p>Immune fear; Resist 20 radiant</p><p>Saving Throws +2; Action Points 1</p><p></p><p><strong>TRAITS </strong></p><p><strong> </strong></p><p><strong>Glorious Halo (radiant) * Aura 2</strong></p><p> Creatures within the aura cannot benefit from invisibility or concealment. A creature that starts its turn in the aura takes 0 radiant damage. </p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong> </strong></p><p><strong>(mbasic) Flaming Sword (fire, weapon) * At Will</strong></p><p> Attack: Melee 2 (one creature); +35 vs. AC.</p><p> Hit: 3d10+6 damage plus ongoing 20 fire damage (save ends).</p><p>Double Attack * At Will</p><p> Effect: The solar makes two flaming sword attacks.</p><p></p><p><strong>(close) Word of Heaven (psychic, thunder) * Recharges when first bloodied</strong></p><p> Attack: Close blast 5 (creatures other than celestials in the blast); +31 vs. Will.</p><p> Hit: 2d10+17 psychic and thunder damage, and the target falls prone and is dazed and slowed (save ends both).</p><p> Miss: The target is dazed (save ends).</p><p></p><p><strong>Healing Hands (healing) * Encounter</strong></p><p> Effect: A bloodied ally adjacent to the solar regains 50 hit points.</p><p></p><p><strong>MINOR ACTIONS </strong></p><p><strong> </strong></p><p><strong>Threatening Glare * At Will</strong></p><p> Effect: The solar marks each enemy within 3 squares of it that can see it.</p><p></p><p><strong>Flames of Perdition * Encounter</strong></p><p> Attack: Close burst 2 (each creature in burst taking ongoing fire or ongoing radiant damage); +31 vs. Will.</p><p> Hit: The target's ongoing fire or radiant damage increases by 20 and gains “Aftereffect: Ongoing 15 fire damage (save ends).”</p><p></p><p>TRIGGERED ACTIONS </p><p> </p><p>Just Intervention * At Will</p><p> Trigger: A marked enemy within 2 squares makes an attack that does not include the solar as a target.</p><p> Effect (Immediate Interrupt): The solar uses flaming sword against the triggering creature.</p><p>---</p><p>Skills Intimidate +28, Religion +27</p><p>Str 29 Dex 23 Wis 31</p><p>Con 24 Int 25 Cha 27 </p><p>Alignment good or lawful good Languages Supernal</p><p>Equipment plate armor, bastard sword</p></blockquote><p></p>
[QUOTE="the Jester, post: 5913129, member: 1210"] [B][SIZE="5"]CELESTIAL [/SIZE] Source: [/B]1e Monster Manual II, 3e Monster Manual. Celestials are strange, semi-angelic-looking beings that serve as powerful forces of goodness. Unlike true angels, while celestials are prone to serving gods, they have no innate hatred of primordials, and some have even served good-aligned primordials. Others serve good without serving a greater being, and some have even fought against one another when their views of good have conflicted. Regardless, though, celestials are the sworn foes of demons, devils and other fiends. [B]Potent and Singular:[/B] Though there are more than one of each type of celestial, they are few in number. Each has its own individual name and personality. They are entities of almost unrivaled potency, and rarely treat lesser creatures as equals. [B]Fly the Planes:[/B] Most celestials fly through the Astral Sea, propelling themselves in search of evil to destroy or helping good creatures in need. However, most are masters of many rituals, and are able to use ritual magic to transit to other planes. Thus, celestials can be found anywhere- in the world, the Feywild or Shadowfell, even in the depths of the Abyss. [B] Saints and Heroes:[/B] Many celestials assume the roles of legendary heroes, saints, messiahs or similar individuals when they interact with what they consider to be lesser beings. Indeed, the classical image of the angel as a fully-featured humanoid with wings comes from celestial interaction with primitives in the early days of the humanoid races, and even now it still stirs in their racial subconsciousnesses. [B][SIZE="4"]Planetar --- Level 28 Elite Skirmisher [/SIZE][/B] Large immortal humanoid --- XP 26,000 HP 504; Bloodied 252 Initiative +24 AC 42; Fortitude 39; Reflex 40; Will 42 Perception +29 Speed 7, fly 10 (hover) Darkvision Immune fear; Resist 20 radiant Saving Throws +2; Action Points 1 [B]TRAITS Glorious Halo (radiant) * Aura 2[/B] Creatures within the aura cannot benefit from invisibility or concealment. A creature that starts its turn in the aura takes 0 radiant damage. [B] STANDARD ACTIONS (mbasic) Mace (weapon) * At Will[/B] Attack: Melee 2 (one creature); +33 vs. AC. Hit: 4d8+18 damage. [B](melee) Holy Smite (radiant, weapon) * At Will[/B] Attack: Melee 2 (one or two creatures); +33 vs. AC. Hit: 4d10+14 radiant damage. [B](area) Heavenly Strike (radiant) * Encounter[/B] Requirement: The planetar must be bloodied. Attack: Area burst 1 within 10 (each creature in burst); +31 vs. Reflex. Hit: 5d10+14 radiant damage. Miss: Half damage. [B]MOVE ACTIONS Celestial Flight * At Will[/B] Effect: The planetar flies its speed. Any creature that makes an opportunity attack against it during this movement is blinded until the end of that creature's next turn. [B]TRIGGERED ACTIONS (close) Fearsome Glare (fear) * Encounter[/B] Trigger: The planetar becomes bloodied. Attack (Free Action): Close blast 4 (each enemy in blast); +31 vs. Will. Hit: The target moves its speed away from the planetar by the safest available route and then is stunned (save ends). --- Skills Intimidate +27, Religion +25 Str 26 Dex 26 Wis 30 Con 20 Int 22 Cha 27 Alignment good or lawful good Languages Supernal Equipment chain armor, mace [B][SIZE="4"]Solar --- Level 30 Elite Soldier (Leader)[/SIZE][/B] Large immortal humanoid --- XP 26,000 HP 544; Bloodied 272 Initiative +23 AC 46; Fortitude 42; Reflex 40; Will 45 Perception +30 Speed 7, fly 10 (hover) Darkvision Immune fear; Resist 20 radiant Saving Throws +2; Action Points 1 [B]TRAITS Glorious Halo (radiant) * Aura 2[/B] Creatures within the aura cannot benefit from invisibility or concealment. A creature that starts its turn in the aura takes 0 radiant damage. [B]STANDARD ACTIONS (mbasic) Flaming Sword (fire, weapon) * At Will[/B] Attack: Melee 2 (one creature); +35 vs. AC. Hit: 3d10+6 damage plus ongoing 20 fire damage (save ends). Double Attack * At Will Effect: The solar makes two flaming sword attacks. [B](close) Word of Heaven (psychic, thunder) * Recharges when first bloodied[/B] Attack: Close blast 5 (creatures other than celestials in the blast); +31 vs. Will. Hit: 2d10+17 psychic and thunder damage, and the target falls prone and is dazed and slowed (save ends both). Miss: The target is dazed (save ends). [B]Healing Hands (healing) * Encounter[/B] Effect: A bloodied ally adjacent to the solar regains 50 hit points. [B]MINOR ACTIONS Threatening Glare * At Will[/B] Effect: The solar marks each enemy within 3 squares of it that can see it. [B]Flames of Perdition * Encounter[/B] Attack: Close burst 2 (each creature in burst taking ongoing fire or ongoing radiant damage); +31 vs. Will. Hit: The target's ongoing fire or radiant damage increases by 20 and gains “Aftereffect: Ongoing 15 fire damage (save ends).” TRIGGERED ACTIONS Just Intervention * At Will Trigger: A marked enemy within 2 squares makes an attack that does not include the solar as a target. Effect (Immediate Interrupt): The solar uses flaming sword against the triggering creature. --- Skills Intimidate +28, Religion +27 Str 29 Dex 23 Wis 31 Con 24 Int 25 Cha 27 Alignment good or lawful good Languages Supernal Equipment plate armor, bastard sword [/QUOTE]
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