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Level Up: Advanced 5th Edition (A5E)
A Leveled-Up Bestiary: Volume Two
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<blockquote data-quote="Faolyn" data-source="post: 9456995" data-attributes="member: 6915329"><p>To go with the anarchic and axiomatic creatures, we now have the <strong>angelic creature</strong>. This is actually going to be a blend of two different templates: the celestial creature and the half-celestial. While there <em>are</em> differences between the two, I don’t think that they’re that important in Level Up—back in 3x, the celestial creature was, I believe, primarily there as something you would summon with one of those <em>monster summoning </em>spells, and that’s obviously not how those spells work in Level Up.</p><p></p><p>But I gotta ask. The half-celestial template says that there’s a “75% chance that a half-celestial has feathered wings.” Honestly, if the PCs encountered one, were we supposed to roll to see if this one could fly? Was is supposed to be just general guidelines? How did you guys use these percentage chances?</p><p></p><p><strong><span style="font-size: 22px"><span style="color: rgb(41, 105, 176)">Angelic Creature</span></span></strong></p><p>Source: <em>Monster Manual; </em>Designers: <em>Monte Cook, Jonathan Tweet, Skip Willians</em></p><p></p><p>The heavenly planes are filled with good spirits. These beings aren’t angels, but are either the souls of the truly good dead or are actually manifestations of the plane itself; are actually the offspring of an angel and a mortal. Celestial creatures resemble mundane creatures, but usually have a beautiful, kindly, or regal mien and are often have metallic or opalescent coloration, or skin that seems to glow from within. Many also have feathered or butterfly-like wings.</p><p></p><p>--</p><p></p><p>“Angelic” is a template that can be added to any corporeal beast, dragon, giant, humanoid, monstrosity, ooze, or plant that does not have the Evil alignment.</p><p></p><p><strong><em>Type.</em></strong> The angelic creature becomes a celestial.</p><p></p><p><strong><em>Attributes.</em></strong> If the angelic creature’s Intelligence is 1 or 2, it becomes 3 (-4).</p><p></p><p><strong><em>Resistances.</em></strong> The angelic creature is resistant to acid, cold, and lightning damage. If the base creature was CR 10 or higher, it is also resistant to damage from nonmagical weapons.</p><p></p><p><strong><em>Senses.</em></strong> The angelic creature has darkvision to 60 feet. If the base creature already has darkvision, it increases by 60 ft.</p><p></p><p><strong><em>Languages.</em></strong> The angelic creature knows Celestial.</p><p></p><p><strong><em>Aligned.</em></strong> Most, but not all, angelic creatures radiate an aura of Good.</p><p></p><p><strong><em>Action: Celestial Ability. </em></strong>The angelic creature gains one of the following abilities:</p><p></p><p>• <strong>Healing Touch (3/Day).</strong> The angelic creature touches a willing creature, which magically regains a number of hit points depending on the base creature’s CR plus its Wisdom modifier. It also removes either all diseases and neutralizes all poisons the target has, or removes the blinded and deafened conditions.</p><p></p><p>CR 4 or lower: 1d8</p><p>CR 5 – 16: 2d8</p><p>CR 17 – 22: 4d8</p><p>CR 23 or higher: 8d8</p><p></p><p>• <strong>Inspiring.</strong> The angelic creature chooses up to three creatures it can see within 30 feet of it. Until the end of the angelic creature’s next turn, each target can add a d4 expertise die to one ability check, attack roll, or saving throw it makes.</p><p></p><p><strong>• Radiant Might (1/turn).</strong> When the angelic creature hits a creature with a weapon attack, it may choose to do radiant damage instead of the weapon’s normal type of damage. If the base creature is CR 10 or higher, it also inflicts an additional 2 dice of damage when it uses this ability.</p><p></p><p><strong><em>Hale.</em></strong> The angelic creature has advantage on saving throws against poison damage and the poisoned condition, and against taking fatigue. It is also immune to nonmagical diseases, and has advantage on saving throws against magical diseases.</p><p></p><p><strong><em>Innate Spellcasting.</em></strong> If the angelic creature’s Intelligence, Wisdom, and Charisma scores are 8 or higher, it gains the ability to cast spells. The angelic creature’s spellcasting trait is Charisma, unless it already has Innate Spellcasting that relies on another attribute. It can cast the following spells (depending on the base creature’s CR) without the need for material components, and it knows the spells of lower CRs as well:</p><p></p><p>CR 4 or lower: 1/day each: <em>aid, detect evil and good</em></p><p>CR 5 – 16: 1/day each: <em>dispel evil and good, protection from evil and good</em></p><p>CR 17 – 22: 1/day each: <em>divine word, hallow</em></p><p>CR 23 or higher: 1/day each: <em>holy aura, resurrection</em></p><p></p><p><strong><em>Smite Evil. </em></strong>If the angelic creature scores a critical success against a creature with the Evil alignment, a fiend, or an undead with a melee weapon attack, it inflicts an additional two dice of damage. If the base creature is CR 10 or higher this increases to an additional four dice of damage.</p><p></p><p><strong><em>Winged.</em></strong> Many, but not all, angelic creatures have wings, giving them a fly speed equal to twice their walking speed. If the base creature already has a fly speed, it increases to twice its walking speed, unless it's already faster.</p><p></p><p>--</p><p></p><p>The following uses a young silver dragon as the base creature</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Angelic Dragon</span></span></strong></p><p><strong>Large celestial; Challenge 10 (5,900 XP)</strong></p><p><strong>AC</strong> 18 (natural armor)</p><p><strong>HP</strong> 157 (15d10+75; bloodied 78)</p><p><strong>Speed</strong> 40 ft., fly 80 ft.</p><p></p><p><strong>STR</strong> 22 (+6) <strong>DEX</strong> 14 (+2) <strong>CON</strong> 20 (+5)</p><p><strong>INT</strong> 14 (+2) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 18 (+4)</p><p></p><p><strong>Proficiency</strong> +4; <strong>Maneuver DC</strong> 18</p><p><strong>Saving Throws</strong> Dex +6, Con +9, Wis +4, Cha +8</p><p><strong>Skills</strong> Arcana +6, History +6, Perception +5 (+1d6), Stealth +6</p><p><strong>Damage Resistances</strong> acid, lightning; damage from nonmagical weapons</p><p><strong>Damage Immunities</strong> cold</p><p><strong>Senses</strong> blindsight 30 ft., darkvision 180 ft., passive Perception 17</p><p></p><p><strong>Languages</strong> Celestial, Common, Draconic</p><p></p><p><strong><em>Cloud Strider.</em></strong> The angelic dragon suffers no harmful effects from high altitudes.</p><p></p><p><strong><em>Good.</em></strong> The angelic dragon radiates an aura of good.</p><p></p><p><strong><em>Hale.</em></strong> The angelic dragon has advantage on saving throws against poison damage and the poisoned condition, and against taking fatigue. It is also immune to nonmagical diseases, and has advantage on saving throws against magical diseases.</p><p></p><p><strong><em>Smite Evil. </em></strong>If the angelic creature scores a critical success against a creature with the Evil alignment, a fiend, or an undead with a melee weapon attack, it inflicts an additional four dice of damage.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The angelic dragon attacks with its bite and twice with its claws.</p><p></p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit: </em>22 (3d10+6) damage plus 4 (1d8) cold damage.</p><p></p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +10 to hit, reach 5 ft., one target. <em>Hit: </em>15 (2d8+6) slashing damage.</p><p></p><p><strong><em>Breath Weapons (Recharge 5-6).</em></strong> The angelic dragon uses one of the following breath weapons:</p><p></p><p><strong>• Frost Breath.</strong> The dragon exhales freezing wind in a 30-foot cone. Each creature in the area must make a DC 17 Constitution saving throw, taking 40 (9d8) cold damage on a failed save or half as much damage on a success.</p><p></p><p>• <strong>Paralyzing Breath.</strong> The dragon exhales paralytic gas in a 30-foot cone. Each creature in the area must make a DC 17 Constitution saving throw or be paralyzed until the end of its next turn.</p><p></p><p><strong><em>Inspiring.</em></strong> The angelic dragon chooses up to three creatures it can see within 30 feet of it. Until the end of the dragon’s next turn, each target can add a d4 expertise die to one ability check, attack roll, or saving throw it makes.</p><p></p><p><strong><em>Innate Spellcasting.</em></strong> The angelic dragon’s spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells without the need for material components:</p><p></p><p>1/day each: <em>aid, detect evil and good, dispel evil and good, protection from evil and good</em></p></blockquote><p></p>
[QUOTE="Faolyn, post: 9456995, member: 6915329"] To go with the anarchic and axiomatic creatures, we now have the [B]angelic creature[/B]. This is actually going to be a blend of two different templates: the celestial creature and the half-celestial. While there [I]are[/I] differences between the two, I don’t think that they’re that important in Level Up—back in 3x, the celestial creature was, I believe, primarily there as something you would summon with one of those [I]monster summoning [/I]spells, and that’s obviously not how those spells work in Level Up. But I gotta ask. The half-celestial template says that there’s a “75% chance that a half-celestial has feathered wings.” Honestly, if the PCs encountered one, were we supposed to roll to see if this one could fly? Was is supposed to be just general guidelines? How did you guys use these percentage chances? [B][SIZE=6][COLOR=rgb(41, 105, 176)]Angelic Creature[/COLOR][/SIZE][/B] Source: [I]Monster Manual; [/I]Designers: [I]Monte Cook, Jonathan Tweet, Skip Willians[/I] The heavenly planes are filled with good spirits. These beings aren’t angels, but are either the souls of the truly good dead or are actually manifestations of the plane itself; are actually the offspring of an angel and a mortal. Celestial creatures resemble mundane creatures, but usually have a beautiful, kindly, or regal mien and are often have metallic or opalescent coloration, or skin that seems to glow from within. Many also have feathered or butterfly-like wings. -- “Angelic” is a template that can be added to any corporeal beast, dragon, giant, humanoid, monstrosity, ooze, or plant that does not have the Evil alignment. [B][I]Type.[/I][/B] The angelic creature becomes a celestial. [B][I]Attributes.[/I][/B] If the angelic creature’s Intelligence is 1 or 2, it becomes 3 (-4). [B][I]Resistances.[/I][/B] The angelic creature is resistant to acid, cold, and lightning damage. If the base creature was CR 10 or higher, it is also resistant to damage from nonmagical weapons. [B][I]Senses.[/I][/B] The angelic creature has darkvision to 60 feet. If the base creature already has darkvision, it increases by 60 ft. [B][I]Languages.[/I][/B] The angelic creature knows Celestial. [B][I]Aligned.[/I][/B] Most, but not all, angelic creatures radiate an aura of Good. [B][I]Action: Celestial Ability. [/I][/B]The angelic creature gains one of the following abilities: • [B]Healing Touch (3/Day).[/B] The angelic creature touches a willing creature, which magically regains a number of hit points depending on the base creature’s CR plus its Wisdom modifier. It also removes either all diseases and neutralizes all poisons the target has, or removes the blinded and deafened conditions. CR 4 or lower: 1d8 CR 5 – 16: 2d8 CR 17 – 22: 4d8 CR 23 or higher: 8d8 • [B]Inspiring.[/B] The angelic creature chooses up to three creatures it can see within 30 feet of it. Until the end of the angelic creature’s next turn, each target can add a d4 expertise die to one ability check, attack roll, or saving throw it makes. [B]• Radiant Might (1/turn).[/B] When the angelic creature hits a creature with a weapon attack, it may choose to do radiant damage instead of the weapon’s normal type of damage. If the base creature is CR 10 or higher, it also inflicts an additional 2 dice of damage when it uses this ability. [B][I]Hale.[/I][/B] The angelic creature has advantage on saving throws against poison damage and the poisoned condition, and against taking fatigue. It is also immune to nonmagical diseases, and has advantage on saving throws against magical diseases. [B][I]Innate Spellcasting.[/I][/B] If the angelic creature’s Intelligence, Wisdom, and Charisma scores are 8 or higher, it gains the ability to cast spells. The angelic creature’s spellcasting trait is Charisma, unless it already has Innate Spellcasting that relies on another attribute. It can cast the following spells (depending on the base creature’s CR) without the need for material components, and it knows the spells of lower CRs as well: CR 4 or lower: 1/day each: [I]aid, detect evil and good[/I] CR 5 – 16: 1/day each: [I]dispel evil and good, protection from evil and good[/I] CR 17 – 22: 1/day each: [I]divine word, hallow[/I] CR 23 or higher: 1/day each: [I]holy aura, resurrection[/I] [B][I]Smite Evil. [/I][/B]If the angelic creature scores a critical success against a creature with the Evil alignment, a fiend, or an undead with a melee weapon attack, it inflicts an additional two dice of damage. If the base creature is CR 10 or higher this increases to an additional four dice of damage. [B][I]Winged.[/I][/B] Many, but not all, angelic creatures have wings, giving them a fly speed equal to twice their walking speed. If the base creature already has a fly speed, it increases to twice its walking speed, unless it's already faster. -- The following uses a young silver dragon as the base creature [B][COLOR=rgb(41, 105, 176)][SIZE=7]Angelic Dragon[/SIZE][/COLOR] Large celestial; Challenge 10 (5,900 XP) AC[/B] 18 (natural armor) [B]HP[/B] 157 (15d10+75; bloodied 78) [B]Speed[/B] 40 ft., fly 80 ft. [B]STR[/B] 22 (+6) [B]DEX[/B] 14 (+2) [B]CON[/B] 20 (+5) [B]INT[/B] 14 (+2) [B]WIS[/B] 10 (+0) [B]CHA[/B] 18 (+4) [B]Proficiency[/B] +4; [B]Maneuver DC[/B] 18 [B]Saving Throws[/B] Dex +6, Con +9, Wis +4, Cha +8 [B]Skills[/B] Arcana +6, History +6, Perception +5 (+1d6), Stealth +6 [B]Damage Resistances[/B] acid, lightning; damage from nonmagical weapons [B]Damage Immunities[/B] cold [B]Senses[/B] blindsight 30 ft., darkvision 180 ft., passive Perception 17 [B]Languages[/B] Celestial, Common, Draconic [B][I]Cloud Strider.[/I][/B] The angelic dragon suffers no harmful effects from high altitudes. [B][I]Good.[/I][/B] The angelic dragon radiates an aura of good. [B][I]Hale.[/I][/B] The angelic dragon has advantage on saving throws against poison damage and the poisoned condition, and against taking fatigue. It is also immune to nonmagical diseases, and has advantage on saving throws against magical diseases. [B][I]Smite Evil. [/I][/B]If the angelic creature scores a critical success against a creature with the Evil alignment, a fiend, or an undead with a melee weapon attack, it inflicts an additional four dice of damage. [B][U]Actions[/U] [I]Multiattack.[/I][/B] The angelic dragon attacks with its bite and twice with its claws. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +10 to hit, reach 10 ft., one target. [I]Hit: [/I]22 (3d10+6) damage plus 4 (1d8) cold damage. [B][I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +10 to hit, reach 5 ft., one target. [I]Hit: [/I]15 (2d8+6) slashing damage. [B][I]Breath Weapons (Recharge 5-6).[/I][/B] The angelic dragon uses one of the following breath weapons: [B]• Frost Breath.[/B] The dragon exhales freezing wind in a 30-foot cone. Each creature in the area must make a DC 17 Constitution saving throw, taking 40 (9d8) cold damage on a failed save or half as much damage on a success. • [B]Paralyzing Breath.[/B] The dragon exhales paralytic gas in a 30-foot cone. Each creature in the area must make a DC 17 Constitution saving throw or be paralyzed until the end of its next turn. [B][I]Inspiring.[/I][/B] The angelic dragon chooses up to three creatures it can see within 30 feet of it. Until the end of the dragon’s next turn, each target can add a d4 expertise die to one ability check, attack roll, or saving throw it makes. [B][I]Innate Spellcasting.[/I][/B] The angelic dragon’s spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells without the need for material components: 1/day each: [I]aid, detect evil and good, dispel evil and good, protection from evil and good[/I] [/QUOTE]
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