celestials

WARDEN ARCHON

WARDEN ARCHON
Large Outsider (Good, Lawful)
Hit Dice: 8d8+16 (52 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft
AC: 21 (-1 size, +1 Dex, +9 natural, +2 insight)
Attacks: 2 claws +15 melee, bite +10 melee
Damage: Claw 1d8+8, bite 2d6+12
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Improved grab, hug, spells, spell-like abilities
Special Qualities: Damage reduction 15/+2, SR 25, celestial qualities, scent, foresight
Saves: Fort +8, Ref +9, Will +9
Abilities: Str 27, Dex 12, Con 15, Int 11, Wis 16, Cha 16
Skills: Animal Empathy +12, Concentration +11, Hide +10, Knowledge (any one) +9, Listen +12, Move Silently +10, Sense Motive +11, Spot +12, Wilderness Lore +12
Feats: Improved Initiative, Power Attack

Climate/Terrain: Any land and underground
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 8
Treasure: No coins; double goods; standard items
Alignment: Always lawful good
Advancement: 9-16 HD (Large); 17-24 HD (Huge)

Warden archons guard the portals between the different layers of the plane of Mount Celestia. They prevent travelers who are not worthy or authorized from passing through these portals.
Wardens appear as large humanoids with the head of a grizzly bear. Their hands have the shape of human hands, but end in claws. Their eyes are tiny and bright like those of bears, and show the creature’s intelligence. Though they have the senses and strength of a bear, they do not share its unpredictable temperament, and are herbivores. Though they usually communicate telepathically, they often do speak vocally with bears. Warden archons wear only collars and arm bracers.

COMBAT
Warden archons are some of the most combat ready of the archons. They are almost impossible to surprise, and though they may sham being stupid, they seem to know what an opponent is about to do before he does it. If an enemy underestimates a warden, he will quickly find himself to be sadly mistaken. Wardens fight like bears, and use their other powers to their greatest advantage.
Improved Grab (Ex): To use this ability, the warden archon must hit an opponent of up to Medium-size with both of its claw attacks. If it gets a hold, it can hug. The warden archon automatically hits with its bite attack as long as it can maintain the hold.
Hug (Ex): A warden archon deals 1d10+12 damage with a successful grapple check against Medium-size or smaller opponents.
Spell-Like Abilities: At will – daylight, detect evil. These abilities are as the spells cast by an 8th-level sorcerer (save DC 10 + spell level).
Spells: Warden archons can cast divine spells from the cleric list and from the Air, Destruction, Good, Law, and War domains as 8th-level clerics (save DC 13 + spell level). Warden archons also have access to any arcane or divine divination spell while on the plane of Mount Celestia.
Celestial Qualities: (as shown in the MM, p 31) aura of menace (save DC 17), magic circle against evil, electricity and petrification immunity, teleport, tongues, +4 save against poison, keen vision.
Foresight (Sp): Warden archons have the benefit of a permanent foresight spell while on the plane of Mount Celestia, granting them a +2 insight bonus to Armor Class and Reflex saves. They are never surprised on their home plane either.

The warden 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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in time. remember, i'm on "break" from conversions. :) just doing slight work on gods for the rest of the year.
 


EQUINAL

CELESTIAL (Equinal Guardinal)
Medium-Size Outsider (Good)
Hit Dice: 6d8+18 (45 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 60 ft
AC: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Attacks: 2 hooves +14 melee
Damage: Hoof 1d8+8
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Whinny, spell-like abilities
Special Qualities: Damage reduction 10/silver or +1, SR 24, celestial qualities, lay on hands, animal telepathy
Saves: Fort +8, Ref +6, Will +7
Abilities: Str 27, Dex 13, Con 17, Int 14, Wis 15, Cha 14
Skills: Animal Empathy +9, Concentration +11, Hide +8, Knowledge (any one) or Craft (any one) +9, Listen +10, Move Silently +9, Spot +10, Wilderness Lore +10
Feats: Improved Initiative, Power Attack

Climate/Terrain: Any land and underground
Organization: Solitary, pair, or band (3-18)
Challenge Rating: 7
Treasure: No coins; double goods; standard items
Alignment: Always neutral good
Advancement: 7-12 HD (Medium-Size); 13-18 HD (Large)

The equinal is the second most common type of guardinal, next to the cervidal. These powerful beings appear as large humanoids, nearly 8 feet tall, blended with characteristics of a draft horse. The face is very long and narrow, just like a horse. The upper bodies of these creatures are enormously strong for their size, and their fingers are as hard as iron, and can curl up into a hoof-like fist. Its long limbs are much like a horse’s, with a reversed knee and true hooves for feet. Equinals have a long wild mane of horsehair from the peak of the hairline down to the center of their backs, and their legs are covered with short bristles.
Equinals enjoy each other’s company far more than any other peoples. They live in the open fields and farmlands of Elysium, particularly Amoria. They will settle down in small bands, in a favorite pasture or glen for months before traveling on.
Equinals love a good fight, and spend much time on athletics and games of skill. They welcome travelers, but their rowdy nature can be discouraging to smaller humanoids. They are brave warriors to the end, and never back down from a contest of any kind.

COMBAT
Equinals are always ready for a fight, especially against anything evil. They can use weapons, but they prefer a brute force solution to combat, using magic when that fails. An equinal possesses the strength of a giant, and can punch through even stone or plant mail. An equinal in combat is a flurry of blows and flying fists.
Whinny (Su): Once per minute, an equinal can release an earsplitting whinnying shriek. The equinal can either choose to stun its opponents (Will save, DC 15) or deafen them (Fortitude save, DC 15) for 1d6. Equinals are immune to this attack.
Spell-Like Abilities: At will – bless, command, darkvision, detect evil (100-foot range), dimension door, dispel magic, fog cloud, light, magic circle against evil (self only), magic missile, see invisibility; 1/day - slow, wall of stone. These abilities are as the spells cast by a 6th-level sorcerer (save DC 12 + spell level).
Celestial Qualities: (as shown in the MM, p 31) Electricity and petrification immunity, cold and acid resistance 20, tongues, +4 save against poison.
Lay on Hands (Su): This works just like the paladin’s ability, but the equinal can heal as much damage per day as its own undamaged hit point total.
Animal Telepathy (Su): An equinal can mentally communicate with animals as a free action. This works exactly like speak with animals as cast by a 7th-level druid but does not require sound.

The equinal first appeared in Planescape Monstrous Compendium II (1995?)
 

URSINAL

CELESTIAL (Ursinal Guardinal)
Large Outsider (Good)
Hit Dice: 10d8+40 (85 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 24 (-1 size, +1 Dex, +14 natural), touch 10, flat-footed 23
Attacks: 2 claws +16 melee, bite +11 melee
Damage: Claw 2d6+7, bite 1d10+3
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Spells, spell-like abilities, improved grab, hug
Special Qualities: Damage reduction 20/silver or +3, SR 30, celestial qualities, lay on hands, animal telepathy
Saves: Fort +11, Ref +8, Will +10
Abilities: Str 25, Dex 13, Con 19, Int 18, Wis 16, Cha 16
Skills: Alchemy +10, Appraise +9, Concentration +13, Knowledge (any five) +15, Listen +9, Profession (scribe) +14, Scry +11, Sense Motive +10, Spellcraft +13, Spot +9
Feats: Extend Spell, Improved Initiative, Spell Penetration

Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 11
Treasure: No coins; double goods; standard items
Alignment: Always neutral good
Advancement: 11-20 HD (Large); 21-30 HD (Huge)

Ursinals are the most scholarly of celestials, spending their lives as benevolent philosophers. They serve as advisors to leonals, and keep the records of the guardinals. Their love of oration is nearly unmatched, and they will relate any bit of knowledge that they know, usually in a long, drawn out digression that may have little or nothing to do with the original subject. They maintain large libraries, and are much sought-after scholars. They particularly like to study magic, history, and linguistics. Though they live alone, ursinals keep in constant touch with each other and other guardinals through correspondence and magical communication.
Ursinals are bear-like humanoids that stand roughly 8 feel tall. Their thick bodies are covered in fur that might be of any color that a bear can be. Ursinals usually wear long robes though, and this fur is only glimpsed where it peeks out of the folds. An ursinal’s hands are more like sharp-clawed paws, but are as nimble as any human hand. An ursinal’s face is only slightly fuzzy, and has a pronounced muzzle and pointed ursine ears, but wears a compassionate and thoughtful expression.

COMBAT
Ursinals disdain and sort of physical fighting, and avoid it until it becomes inevitable. Ursinals are only very rarely moved to anger, but are true terrors once they enter combat. They can hug like a bear, but prefer to use their array of magical powers when possible.
Ursinals study to be wizards; 9th-level spellcasters are the lowest level one is likely to encounter, and in fact quite a few of them are much more powerful. They favor enchantment and divination spells to those that cause heavy damage. Ursinals are also very fond of magic items that increase their magical might, and often have collections of rings, rods, and wands.
Ursinals are never surprised or caught flat-footed while on the plane of Elysium.
Spells: Ursinals can cast arcane spells as 9th-level wizards (save DC 14 + spell level).
Spell-Like Abilities: At will - darkvision, daylight, detect evil (100-foot range), detect thoughts, dimension door, dispel magic, hold monster, magic circle against evil (self only), magic missile, polymorph self, see invisibility, sleep (affects 4d6 HD worth, and creatures up to 7 HD), solid fog; 3/day - heal, neutralize poison, remove disease; 1/day - holy word; 1/year - limited wish. These abilities are as the spells cast by a 10th-level sorcerer (save DC +14 spell level).
Improved Grab (Ex): To use this ability, the ursinal must hit an opponent of up to Medium-size with both of its claw attacks. If it gets a hold, it can hug. The ursinal automatically hits with its bite attack as long as it can maintain the hold.
Hug (Ex): An ursinal deals 2d10+10 damage with a successful grapple check against Medium-size or smaller opponents.
Celestial Qualities: (as shown in the MM, p 31) Electricity and petrification immunity, cold and acid resistance 20, tongues, +4 save against poison.
Lay on Hands (Su): This works just like the paladin’s ability, but the ursinal can heal as much damage per day as its own undamaged hit point total.
Animal Telepathy (Su): An ursinal can mentally communicate with animals as a free action. This works exactly like speak with animals as cast by a 10th-level druid but does not require sound.

The ursinal first appeared in Planescape Monstrous Compendium II (1995?)
 


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