Arch-Celestial Template: The Kerubim

The Serge

First Post
Well, this is what I've come up with for Arch Celestials. Keeping in line with my concept for the various Arch Fiends, this will be one of six templates for Arch Celestials, to be followed by the Seraph, and the Bastions of Holiness.

It will be tweaked once I apply it to Ariel, the Lion of the Gods.

Creating a Kerubim

"Kerubim" is a template that can be added to any good advanced Astral Deva or advanced Couatl with at least 20 HD. On rare occasions (DM discretion), mortal beings with at least 20 class levels or hit dice, rewarded by gods of goodness or the Bastions of Righteousness for their unflagging goodness, will be awarded this status. It is known that there have been Kerubim from the ranks of advanced Lammasu and Sphinxes (like Prince Talisid, who's since risen to Seraphim status). Although it's almost unheard of, there are persistent legends of Risen Fiends and Enlightened Modrons that, having abased themselves and cast aside the shadow of Evil, have been rewarded with this status. As such, any Good Outsider aside from those listed above with at least 30 HD can become a Kerubim as well.

The Kerubim are the best known of the Arch-Celestials and probably the most feared. Guardians of tombs, secrets, artifacts, and sometimes individuals, a single Kerubim can lay waste to legions of mortals, scores of Fiends, and even a few dragons with little effort. It is fortunate, then, that Kerubim are not only dedicated to preserving peace, but that they are typically capable of scaring away even the most stalwart treasure hunter or adventurer. By and large, Kerubim tend to disguise themselves as handsome humanoids, or at times almost perfect specimen of impressive creatures like lions, elephants, and bulls. When not responsible for guarding something of tremendous value, Kerubim tend to find themselves busy nevertheless. Lawful Kerubim tend to command three legions of Deva or Planetars and rule entire cities and towns in the Seven Heavens. Neutral good Kerubim often travel the planes seeking to uncover lost knowledge and hidden treasures, or else aid mortals. Chaotic Kerubim engage in all acts of goodness, although most tend to seek out portals and gates that lead to the Depths Below, hoping that Fiends, ripe for destruction, emerge.

Kerubim are powerful creatures dedicated to goodness and they are not afraid to get their hands dirty. Perhaps more than any other Celestial, Kerubim are the easiest to provoke... a trait that often leads to the eradication of foolish mortals who thought they were only playing a prank.

The base creature's type changes to Outsider, with the (Good) subtype. The Kerubim uses all the base creature's statistics and special abilities except as noted here:

HD: A Kerubim receives the maximum hit point per die.

Speed: The base speed is increased by 20 to all modes of movement. In the event that the base creature does not possess wings, it will can a pair of white wings and acquire the ability to fly 100’; all Kerubim have perfect manueverability during flight.

AC: A Kerubim gains a sacred bonus of +3 to their AC. Those with fewer than +7 natural armor also receive a +7 bonus to their natural armor (this stacks with the existing natural armor bonus so long as the bonus is inherently part of the base creature; i.e., an ascended mortal wearing a +5 amulet of natural armor would replace that bonus with the new +7 and not stack it, while a lammasu with a +5 natural armor bonus would stack the +7 for a grand total of +12 natural armor).

Spell-like Abilities or Psionics: The Kerubim retains most of the special attacks of the base creature unless such attacks had the Evil descriptor. In this case, the special attack with the Evil descriptor is replaced with the Good version. Thus, if a Balor becomes a Kerubim, it loses the spell-like ability unholy blight, replacing it with holy smite. Furthermore, Kerubim do not retain illusionary magic unless the base creature was Neutral good; these spell-like abilities are removed and not replaced. The caster level for such abilities is always the Kerubim’s HD + 7. In the case of ascended mortals, use their total character level to determine their caster level for spell-like abilities (a 10th level Fighter, 10th level Thief would cast as these spells as a 20th level Sorcerer). All Kerubim gain the following spell-like abilities. At will: aid, castigate, dispel evil, dispel magic, flamestrike, hallow, holy aura, holy smite, improved invisibility, lesser restoration, mirage arcana, polymorph self, remove curse, remove disease, remove fear, silence, true seeing. 6/day: blade barrier, clairaudience/clairvoyance, cure serious wounds. 3/day: heal, resurrection, righteous wrath of the faithful, symbol (any). 1/day: true resurrection. 1/week: miracle. If the base creature already had access to a listed spell, it does not gain the ability to cast the spell multiple times. For example, an Astral Deva that becomes a Kerubim would not be able to cast blade barrier 9/day.

Special Qualities: The Kerubim retains all of the base creature's special qualities. In the event that the base creature has qualities that are alignment specific, like protection from good, the Kerubim will gain the Good version. The Kerubim also gains the following (if any of the benefits overlap with preexisting qualities, the Kerubim gains the better of the two):
• Celestial Qualities: The Kerubim acquires a Protective Aura. If the base creature already had a Protective Aura, the minor globe of invulnerability is improved to a globe of invulnerability. The Kerubim acquires perpetual use of tongues, immunity to acid, cold, electricity, and petrification. The Kerubim gains fire resistance 30.
• The Kerubim constantly detects evil as a 21st level Sorcerer.
• The Kerubim constantly discerns lies as a 21st level Sorcerer.
• Damage Reduction: The Kerubim adds 10/+2 to its existing DR. If the base creature did not possess damage reduction, it gains 30/+3 DR.
• Holy Touch (Ex): The touch of a Kerubim can enchant any weapon (only weapons tainted with evil, intelligent weapons, or artifacts are unaffected). All weapons acquire the flame-burst enhancement. Any slashing weapon in the hands of a Kerubim functions as a +3 holy vorpal weapon. Any piercing weapon funtions as a +5 holy weapon of the appropriate bane type. Any bludgeoning weapon functions as a +5 holy disrupting weapon. Once the Kerubim sets the weapon down, it loses the enhancement.
• Regeneration (Ex): The Kerubim gains Regeneration equal to its Constitution modifier (if positive). The Kerubim retains any existing Fast Healing.
• Spell Resistance equals the Kerubim's CR+12.
• Turn Undead (Ex): The Kerubim can turn undead as a cleric with levels equal to half its HD.
• The glory of a Kerubim is such that it gains a degree of might unknown to mortals and lesser Angelic beings. A Kerubim gains immunity to polymorphing or any other attack that alters its form; furthermore, Kerubim suffer only half damage from sonic attacks and no damage on a successful save.

Celestial Song (Su): Once per day, a Kerubim can sing a Celestial Song. All mortal beings within 30 feet of the Kerubim receive a Will save DC = 10 + half the Kerubim's HD + the Kerubim's Charisma modifier (if positive). Those that fail are subject to one of two effects determined by the Kerubim. The Kerubim can opt to calm emotions or it can induce awe. When calming emotions, the Kerbubim casts as a Sorcerer with levels equal to its hit dice. When inducing awe, all good beings within the radius that fail are stunned by the Kerubim, finding themselves unable to take any offensive action against the Kerubim, although they may defend themselves or attack other creatures. Neutral mortals are slowed, as they struggle not to gape at the Celestial in awe. Evil mortals behave as if affected by fear.

Holy Beacon (Su): Like its lesser Celestial counterparts, the Kerubim is unable to automatically summon or call other beings. However, a Kerubim may issue a Holy Beacon as a free action once a day. The Beacon extends one mile per the Kerubim's Charisma modifier (if positive). All goodly beings within the radius immediately sense that a servant of goodness is in need of assistance and will reach the Kerubim with all speed. Beings within the radius instantly know the precise location of the Kerubim, its current status (health, etc.), foes in the area, and the nature/goal of the Beacon. Typical recipients of the Beacon are other Celestials, powerful good magical beasts, Storm Giants, Dragons, and powerful mortals, especially clerics and paladins. If used in the Planes, there is a 1% chance per the Kerubim's Charisma modifier (if positive) that the god or cosmic entity allied to the Kerubim will hear the call regardless of the Kerubim's location. Kerubim issue this Beacon as a last resort, knowing that if they are faced with a foe great enough to challenge them that it's likely that such a foe could kill or horribly injure those it calls to for aid.

Abilities: Increase from the base creature as follows: Str +2, Con +4, Dex +4, Int +2, Wis +4, Cha +4

Feats: The Kerubim typically retains any existing feats of the base creature, although at times the Kerubim can "swap" a feat for another so long as the Kerubim meets the prerequisite for the new feat.

Class Levels: The Kerubim acquires class levels. All Kerubim gain the ability to cast Cleric spells as if they were Clerics with levels equal to half their HD, as well as from the Air, Destruction, Good, and Protection Domains (Lawful good Kerubims may substitute one of these Domains with Law, while Chaotic good Kerubims may substitute one of these Domains with Chaos). These additional levels stack with any existing or acquired Cleric levels for spellcasting and turning purposes, but not for feat, skill point, and other determinations. A Kerubim will have at least 10 levels in at least one class suited to its particular pursuit of goodness. This acquisition assumes that the Kerubim attained powers and experience through battle against evil and for the cause of righteousness beyond that of the typical Celestial. While level advancement does not provide size increase adjustments, the Kerubim gains feats, skills, increased attack bonuses, and the like as if he were an epic NPC. See the Epic Level Handbook , in addition to the Dungeons and Dragons Core Rules Books, for level acquisition guidelines.

Hallowed Blessing (Su): Most Kerubim will exhibit special abilities or qualities different from their peers. For example, while most Kerubim are completely immune to all kinds of electricity, magical or mundane, a Kerubim that has guarded an ancient temple within a live volcano may be immune to fire as well. Each Kerubim gains one special ability and one special quality for every 30 total HD and Levels possessed.

Challenge Rating: +7 + class level

Treasure: double standard base creature's.

Alignment: Always good

Advancement: By class progression
 

log in or register to remove this ad

Very nice and well balanced template, I like it alot. Now I only have one real question. Does the templated creature keep the template if it strays from good? :D If it does, I'm going to use it for Azriel, Angel of Death.

Later,
 

No, the creature would not keep the template. If anything, it would end up with a Demon Lord or Duke of Hell template. This idea is touched on in my Cosmic Entities article.
 

To bad, oh well, back to the drawing board (as Azriel is neither a demon lord or a devil, but rather a fallen angel that has become an incarnation of death).

But the template still rocks, might add it to a gold dragon or some such... :D
 


Krishnath said:
To bad, oh well, back to the drawing board (as Azriel is neither a demon lord or a devil, but rather a fallen angel that has become an incarnation of death).

But the template still rocks, might add it to a gold dragon or some such... :D
Actually, half of the Lords of the Nine are fallen angels with the Arch-Devil and Lord of the Nine templates stacked on.

I've preliminary stats on Azrael and he's the Demon Lord (or Prince) of fiery death. A fallen planetar that, through his hate and malice, became a Demon Lord (or Prince... can't remember which).
 

BOZ said:
right on, you posted it here too. :) i shall come up with some omata stats tonight then! :)
You're applying the template to Omata? Let me know how it turns out.

I will be creating Jazirian with this and the upcoming Seraph Template. Should have it shortly. I'll likely make up a Couatl myself this weekend just as a test.
 

Hmm... I allready know that most of the lords of the Nine (and quite a few of the old lords, that lost their power after a failed coup against Asmodeus) are fallen celestials that have become devils, but the version of Azriel (not Azrael) I was intending to create, he is not aligned with any of the nether fractions, but rather a sort of 'loose cannon' that kills good and evil with the same zealousness.

But that would be my version...

Hmmm... I wonder if I should write up stats for the seven... Nah, better not. :D
 

i'm not using the whole template (i do want these guys to be more or less unique from each other), but the parts i like are definitely in there. :)
 

Remove ads

Top