celestials

BOZ

Creature Cataloguer
this thread will probably be long when it's done. ;) here i will present the missing celestials; the archons, guardinals, and eladrins that are not yet in 3E. first of all, i'm presenting the last remaining unconverted aasimon: the light! :)
 

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AASIMON, LIGHT

LIGHT (AASIMON)
Small Outsider (Good)
Hit Dice: 10d8+30 (75 hp)
Initiative: +8 (Dex, Improved Initiative)
Speed: Fly 120 ft (perfect)
AC: 20 (+1 size, +4 Dex, +5 deflection)
Attacks: Touch +15 melee
Damage: Touch 0 and light energy
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Light energy, spell-like abilities, summoning
Special Qualities: Damage reduction 20/+2, SR 21, celestial qualities, immunities
Saves: Fort +10, Ref +11, Will +10
Abilities: Str ---, Dex 18, Con 17, Int 12, Wis 16, Cha 21
Skills: Concentration +14, Knowledge (any three) +13, Listen +18, Move Silently +12, Sense Motive +13, Search +11, Spot +18
Feats: Improved Initiative, Mobility, Weapon Finesse (touch)

Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always good
Advancement: 11-30 HD (Small)

Lights are energy creatures, champions of good that inhabit the Upper Planes. They seem to be composed of swirling mists of light that shift shapes constantly. From a distance, lights are sometimes confused for lantern archons. Lights, however, are significantly more powerful celestial stewards. Looking deep into a light, a creature can see its interior; a chaotic rainbow of colors that changes rapidly and randomly. Rumors imply that good-aligned creatures that look at this colorful nimbus will see a memory of their finest moment in life, whereas evil creatures will see the life they could have led if they had made better choices.
Gods create lights to serve as familiars for very high-level worshippers. On very rare occasions, they also serve as companions for a specific quest. To request the help of a light, a worshipper must fast for three days and three nights, silently meditating in total solitude, bathing himself in holy water at the end of this meditation. If the ritual is done properly, the applicant’s god will evaluate whether or not he is worthy. With less than one thousand lights in existence, each one cannot afford to stay with a single master for life.


COMBAT
Lights are champions of good, ready to engage evil creatures in combat.
They will use their energy attack on evil creatures, and their spell abilities to incapacitate other attackers. Creatures of good or neutral alignment must make a Will save (DC 20) every round they try to attack a light; if the save is failed, the attack misses.
Lights may only be permanently destroyed on their home plane. If destroyed elsewhere, they will simply dissipate and reform on another plane in one month.
Light Energy (Su): A light that touches an evil creature will deal 1d12 points of energy damage to it. Magical bonuses (such as those from bracers of armor +2 or chain mail +3) will count towards a creature’s AC for this attack, but the energy channels through the armor itself. This attack affects only evil beings.
Spell-Like Abilities: At will - aid, augury, bless, change self, detect evil, detect good, detect magic, light, protection from evil (always active), read magic, and teleport without error. 3/day - cure serious wounds, dispel evil. 7/day – daylight, hold person. These abilities are as the spells cast by a 12th-level sorcerer (save DC 11 + spell level).
Summoning (Su): Once per day, a light can attempt to summon an agathion with a 50% chance of success.
Celestial Qualities: (as shown in the MM, p 31) protective aura; tongues; electricity, petrification, cold, and acid immunity; fire resistance 20; +4 save against poison; keen vision.
Immunities (Ex): Lights are immune to all mind-affecting effects, trapping spells (such as hold monster), and death spells (such as circle of death, destruction, finger of death, slay living, and wail of the banshee).
Skills: Lights are extremely alert and receive a +8 bonus to Spot and Listen checks.

The light first appeared in Monstrous Compendium 8, the Outer Planes appendix (1991), and later appeared in the first Planescape Monstrous Compendium (1994).
 




archons!

ok, i managed to finish up the archons, for the most part. :)

watch for the warden archon next week (then i'm goin on break! yeah, i know, i lied - but what's new! LOL)
 

SWORD ARCHONS

SWORD ARCHON
Medium-Size Outsider (Good, Lawful)
Hit Dice: 10d8+20 (65 hp)
Initiative: +3 (+3 Dex, +4 Improved Initative)
Speed: 40 ft, fly 50 ft (average)
AC: 25 (+3 Dex, +12 natural)
Attacks: 4 bites +16 melee
Damage: Bite 2d4+6
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Dive, spells, spell-like abilities,
Special Qualities: Damage reduction 20/+2, SR 27, celestial qualities
Saves: Fort +9, Ref +10, Will +10
Abilities: Str 22, Dex 17, Con 15, Int 13, Wis 16, Cha 16
Skills: Animal Empathy +10, Concentration +10, Escape Artist +11, Hide +11, Knowledge (any three) +9, Listen +12, Move Silently +10, Sense Motive +12, Spot +12
Feats: Improved Initiative, Flyby Attack

Climate/Terrain: Any land and underground
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 10
Treasure: No coins; double goods; standard items
Alignment: Always lawful good
Advancement: 11-20 HD (Medium-Size); 21-30 HD (Large)

Sword archons serve as the messengers of the tome archons, carrying messages to various places on Mount Celestia. The arrival of a sword archon is always anticipated, as it carried the gems of wisdom of high-ranking archons.
Sword archons appear as ordinary humans, but with large feathery wings instead of arms. They have silvery hair, and eyes that glow with an inner light. They all wear collars, leg greaves, and breastplates.

COMBAT
Sword archons will attempt to quickly dispatch attackers, and leave the scene as soon as possible, unless ordered to stay by a superior. If possible, they try to set an opponent up for a dive attack. These archons can be formidable warriors, attacking with frightening speed with their bite attack.
Dive (Ex): A flying sword archon can make a diving attack, if it has 100 feet of clearance between itself and its target. If this attack is successful, the bite attack causes 2d10+9 points of damage. While diving, the archon gains a +3 circumstance bonus to its Armor Class due to its high speed.
Spell-Like Abilities: At will – daylight, detect evil. These abilities are as the spells cast by a 14th-level sorcerer (save DC 11 + spell level).
Spells: Sword archons can cast divine spells from the cleric list and from the Air, Destruction, Good, Law, and War domains as 14th-level clerics (save DC 13 + spell level).
Celestial Qualities: (as shown in the MM, p 31) aura of menace (save DC 18), magic circle against evil, electricity and petrification immunity, teleport, tongues, +4 save against poison, keen vision.

The sword archon first appeared in the 1E Manual of the Planes (1987), and later appeared in Monstrous Compendium 8, the Outer Planes appendix (1991), and the Planes of Law boxed set (1995).
 

THRONE ARCHON

THRONE ARCHON
Large Outsider (Good, Lawful)
Hit Dice: 14d8+56 (119 hp)
Initiative: +4 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft, fly 100 ft (good)
AC: 29 (-1 size, +4 Dex, +16 natural)
Attacks: +5 vorpal greatsword +25/+20/+15 melee
Damage: +5 vorpal greatsword 2d6+12
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Spell-like abilities, spells
Special Qualities: Damage reduction 25/+3, SR 31, celestial qualities
Saves: Fort +13, Ref +13, Will +14
Abilities: Str 24, Dex 18, Con 19, Int 17, Wis 20, Cha 20
Skills: Concentration +15, Escape Artist +15, Hide +15, Knowledge (any five) +14, Listen +16, Move Silently +15, Search +14, Sense Motive +16, Spellcraft +14, Spot +16
Feats: Blind-Fight, Improved Initiative, Power Attack

Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 14
Treasure: No coins; double goods; standard items
Alignment: Always lawful good
Advancement: 9-16 HD (Large); 17-24 HD (Huge)

Throne archons are the rulers of the cities and lands of Mount Celestia, and are the main leaders of archon communities. They wield considerable influence, both spiritual and temporal, among other celestials. Thrones are more involved with the daily cares of the archons than tome archons, and thus are often considered their true rulers.
Throne archons appear as 10-foot tall, golden skinned humanoids with fair hair, clad in armor. They wear helmets and carry powerful swords, and are protected by breastplates that radiate a soft light. Thrones only consume special nectar derived from combining the praise of lesser archons with celestial fruits found in the Seventh Heaven.

COMBAT
Throne archons disdain combat, and prefer to send minions to do their fighting. They rarely use their vorpal swords, preferring to use their powerful array of magic to keep themselves out of a melee.
Spell-Like Abilities: At will – daylight, detect evil. These abilities are as the spells cast by a 18th-level sorcerer (save DC 13 + spell level).
Spells: Throne archons can cast divine spells from the cleric list and from the Air, Destruction, Good, Law, and War domains as 18th-level clerics (save DC 15 + spell level). Throne archons can also cast arcane spells as 18th-level sorcerers (save DC 13 + spell level).
Celestial Qualities: (as shown in the MM, p 31) aura of menace (save DC 22), magic circle against evil, electricity and petrification immunity, teleport, tongues, +4 save against poison, keen vision.


The throne archon first appeared in the Planes of Law boxed set (1995).
 

TOME ARCHON

TOME ARCHON
Large Outsider (Good, Lawful)
Hit Dice: 20d8+100 (190 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft, 60 ft (average)
AC: 31 (-1 size, +4 Dex, +18 natural)
Attacks: 2 light rays +23 ranged touch
Damage: Light ray 1d10
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Spell-like abilities, spells, light ray, summon archons
Special Qualities: Damage reduction 35/+3, SR 33, celestial qualities
Saves: Fort +17, Ref +16, Will +20
Abilities: Str 27, Dex 19, Con 20, Int 19, Wis 23, Cha 24
Skills: Concentration +22, Escape Artist +20, Hide +21, Knowledge (any five) +21, Listen +23, Move Silently +20, Search +21, Sense Motive +23, Spellcraft +21, Spot +23
Feats: Blind-Fight, Dodge, Improved Initiative, Iron Will, Mobility

Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 19
Treasure: No coins; double goods; standard items
Alignment: Always lawful good
Advancement: 21-40 HD (Large); 41-60 HD (Huge)

Tome archons are the natural rulers of the plane of Mount Celestia. There are only seven tome archons, and each of them rules one of the layers of the plane, the Seven Heavens. They oversee and defend their layers with nearly omnipotent powers, but are not allowed to observe the realms of the gods.
Tomes look like winged humans with the head of a hawk, just over 8 feet tall in height. They cover their bodies with armor, as a sign that their primary purpose is to defend their layer. It is believed that tome archons subsist on ambrosia, the distilled essence of the joy felt by all petitioners of Mount Celestia.

COMBAT
Tomes will avoid fighting personally whenever possible, as their special place in the archon hierarchy requires their continued existence. Normally, tomes only attack to prevent further warfare between two enemy parties. Whenever needed, a tome may summon a large number of lesser archons to its defense. A tome can also use magic to defend itself, or fire twin rays of light from its hands.
Spell-Like Abilities: At will – daylight, detect evil. These abilities are as the spells cast by a 20th-level sorcerer (save DC 15 + spell level).
Spells: Tome archons can cast divine spells from the cleric list and from the Air, Destruction, Good, Law, and War domains as 20th-level clerics (save DC 17 + spell level).
Light Ray (Su): A tome archon’s light rays have a range of 60 feet.
Summon Archons (Sp): At will, a tome archon can summon 1,000 lantern archons, 500 hound archons, 250 warden archons, or 125 sword archons.
Celestial Qualities: (as shown in the MM, p 31) aura of menace (save DC 27), magic circle against evil, electricity and petrification immunity, teleport, tongues, +4 save against poison, keen vision.


The tome archon first appeared in the 1E Manual of the Planes (1987), and later appeared in Monstrous Compendium 8, the Outer Planes appendix (1991), and the Planes of Law boxed set (1995).
 
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