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<blockquote data-quote="Quickleaf" data-source="post: 7531454" data-attributes="member: 20323"><p>Asuras are probably a good choice – CG fiery-winged angels of vengeance & creative muses. In D&D art they kind of have that bluish skin that some Vedic deities are portrayed with. Here's my conversion of them...</p><p></p><p><span style="font-size: 15px">Angel, Asuras</span></p><p>Divine guides to mortal mystics and oracles, asuras are wild-eyed angels who serve as fiery muses on the Material Plane. While devas lend hope and courage to their charges, an asuras instead seeks to hone mortals to serve as implements of the gods, often with the aim of bringing justice to evil-doers. Asuras work outside of the angelic hierarchy, with less concern for law and obedience; their own free will helps them to better understand mortal motivations.</p><p> When an asuras reveals its true nature, it appears as a being of rare beauty, with aquiline features, skin ranging from alabaster white to the turquoise hue of the desert sky, hair in hues of copper and gold, talons for feet, and blazing wings that make it difficult to look upon the asuras directly. </p><p></p><p> <strong>Divine Avengers.</strong> Asuras take it upon themselves to bring punishment to those who have displeased the gods. Especially those who corrupt the deity’s teachings are likely to draw an asuras’ wrath. Because of its benevolent, if fiery, nature, an asuras prefers to mete out vengeance intended to teach the unforunate soul a lesson. The lessons of asuras are not gentle and have a high cost of failure, but usually their objective is to provide the fallen one a chance for redemption or change.</p><p></p><p> <strong>Grand Celestial Host.</strong> On the Upper Planes, asuras assemble into armies that are part of what they call the Grand Celestial Host. The trumpets of marching asuras are said to break the morale of evil creatures, chilling their wicked souls to the core.</p><p></p><p> <strong>Mortal Champions.</strong> More than other higher angels, asuras recognize the importance of mortal freewill; thus, they rarely directly interefere in the matters of men, preferring to inspire mortal champions to rise to the occasion.</p><p></p><p> <strong>Rogue Asuras.</strong> However, some grow overzealous in fulfilling their divine mandate, driving their mortal charges to madness or growing narrowly focused on an end result. These “rogue” asuras wander the Material Plane in human guise, righting wrongs (as they see it), guiding those who’ve fallen from the path, and indulging in their blazing passions. The trysts between asuras and mortal usually are short-lived due to the asuras’ uncompromising flame, but sometimes they have aasimar offspring destined to become figures of legend.</p><p></p><p>[SECTION]</p><p><strong>Asuras</strong></p><p><em>Medium celestial, chaotic good</em></p><p><strong>Armor Class </strong>17 (natural armor)</p><p><strong>Hit Points </strong>104 (14d8+42)</p><p><strong>Speed</strong> 30 ft., fly 90 ft.</p><p></p><p>STR 17 (+3) DEX 18 (+4) CON 17 (+3) INT 7 (+3) WIS 21 (+5) CHA 18 (+4)</p><p></p><p><strong>Saving Throws</strong> Wis +8, Cha +7</p><p><strong>Skills</strong> Insight +8, Perception +8</p><p><strong>Damage Resistances </strong>fire, radiant; bludgeoning, piercing, and slashing from nonmagical weapons</p><p><strong>Condition Immunities </strong>charmed, exhaustion, frightened</p><p><strong>Senses</strong> truesight 120 ft., passive Perception 18</p><p><strong>Languages</strong> all, telepathy 120 ft.</p><p><strong>Challenge</strong> 8 (3,900 XP)</p><p></p><p><strong>Angelic Weapons.</strong> The asuras’ weapon attacks are magical. When the asuras hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack).</p><p></p><p><strong>Divine Awareness. </strong>The asuras knows if it hears a lie.</p><p></p><p><strong>Illumination. </strong>The asuras’ burning wings shed bright light in a 20-foot radius and dim light for an additional 20 feet.</p><p></p><p><strong>Innate Spellcasting.</strong> The asuras’ spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells without material components:</p><p>At-will: <em>detect evil and good, guidance</em></p><p>1/day: <em>commune, magic circle</em></p><p></p><p><strong>Magic Resistance.</strong> The asuras has advantage on saving throws against spells and other magical effects.</p><p></p><p><strong>ACTIONS</strong></p><p><strong>Multiattack.</strong> The asuras makes two scimitar or shortbow attacks.</p><p></p><p><strong>Scimitar.</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage and 13 (3d8) radiant damage.</p><p></p><p><strong>Shortbow.</strong> Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6+4) piercing damage and 13 (3d8) radiant damage.</p><p></p><p><strong>Burning Wind (recharge 5-6).</strong> The asuras pumps its wings, creating a burning hot gust of wind. Each creature within a 30-foot cone of the asuras must make a DC 16 Constitution saving throw, taking 18 (4d8) fire damage and being pushed 5 feet away from the asuras on a failed save, or taking half as much damage and not being pushed on a successful save.</p><p></p><p><strong>Change Shape.</strong> The asuras polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the asuras’ choice). In a new form, the asuras retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.</p><p></p><p><strong>Healing Touch (2/day).</strong> The asuras touches another creature. The target magically regains 10 (2d8+1) hit points, and is freed from any curse, disease, poison, blindness, or deafness.</p><p>[/SECTION]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7531454, member: 20323"] Asuras are probably a good choice – CG fiery-winged angels of vengeance & creative muses. In D&D art they kind of have that bluish skin that some Vedic deities are portrayed with. Here's my conversion of them... [SIZE=4]Angel, Asuras[/SIZE] Divine guides to mortal mystics and oracles, asuras are wild-eyed angels who serve as fiery muses on the Material Plane. While devas lend hope and courage to their charges, an asuras instead seeks to hone mortals to serve as implements of the gods, often with the aim of bringing justice to evil-doers. Asuras work outside of the angelic hierarchy, with less concern for law and obedience; their own free will helps them to better understand mortal motivations. When an asuras reveals its true nature, it appears as a being of rare beauty, with aquiline features, skin ranging from alabaster white to the turquoise hue of the desert sky, hair in hues of copper and gold, talons for feet, and blazing wings that make it difficult to look upon the asuras directly. [B]Divine Avengers.[/B] Asuras take it upon themselves to bring punishment to those who have displeased the gods. Especially those who corrupt the deity’s teachings are likely to draw an asuras’ wrath. Because of its benevolent, if fiery, nature, an asuras prefers to mete out vengeance intended to teach the unforunate soul a lesson. The lessons of asuras are not gentle and have a high cost of failure, but usually their objective is to provide the fallen one a chance for redemption or change. [B]Grand Celestial Host.[/B] On the Upper Planes, asuras assemble into armies that are part of what they call the Grand Celestial Host. The trumpets of marching asuras are said to break the morale of evil creatures, chilling their wicked souls to the core. [B]Mortal Champions.[/B] More than other higher angels, asuras recognize the importance of mortal freewill; thus, they rarely directly interefere in the matters of men, preferring to inspire mortal champions to rise to the occasion. [B]Rogue Asuras.[/B] However, some grow overzealous in fulfilling their divine mandate, driving their mortal charges to madness or growing narrowly focused on an end result. These “rogue” asuras wander the Material Plane in human guise, righting wrongs (as they see it), guiding those who’ve fallen from the path, and indulging in their blazing passions. The trysts between asuras and mortal usually are short-lived due to the asuras’ uncompromising flame, but sometimes they have aasimar offspring destined to become figures of legend. [SECTION] [B]Asuras[/B] [I]Medium celestial, chaotic good[/I] [B]Armor Class [/B]17 (natural armor) [B]Hit Points [/B]104 (14d8+42) [B]Speed[/B] 30 ft., fly 90 ft. STR 17 (+3) DEX 18 (+4) CON 17 (+3) INT 7 (+3) WIS 21 (+5) CHA 18 (+4) [B]Saving Throws[/B] Wis +8, Cha +7 [B]Skills[/B] Insight +8, Perception +8 [B]Damage Resistances [/B]fire, radiant; bludgeoning, piercing, and slashing from nonmagical weapons [B]Condition Immunities [/B]charmed, exhaustion, frightened [B]Senses[/B] truesight 120 ft., passive Perception 18 [B]Languages[/B] all, telepathy 120 ft. [B]Challenge[/B] 8 (3,900 XP) [B]Angelic Weapons.[/B] The asuras’ weapon attacks are magical. When the asuras hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack). [B]Divine Awareness. [/B]The asuras knows if it hears a lie. [B]Illumination. [/B]The asuras’ burning wings shed bright light in a 20-foot radius and dim light for an additional 20 feet. [B]Innate Spellcasting.[/B] The asuras’ spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells without material components: At-will: [I]detect evil and good, guidance[/I] 1/day: [I]commune, magic circle[/I] [B]Magic Resistance.[/B] The asuras has advantage on saving throws against spells and other magical effects. [B]ACTIONS[/B] [B]Multiattack.[/B] The asuras makes two scimitar or shortbow attacks. [B]Scimitar.[/B] Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage and 13 (3d8) radiant damage. [B]Shortbow.[/B] Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6+4) piercing damage and 13 (3d8) radiant damage. [B]Burning Wind (recharge 5-6).[/B] The asuras pumps its wings, creating a burning hot gust of wind. Each creature within a 30-foot cone of the asuras must make a DC 16 Constitution saving throw, taking 18 (4d8) fire damage and being pushed 5 feet away from the asuras on a failed save, or taking half as much damage and not being pushed on a successful save. [B]Change Shape.[/B] The asuras polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the asuras’ choice). In a new form, the asuras retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. [B]Healing Touch (2/day).[/B] The asuras touches another creature. The target magically regains 10 (2d8+1) hit points, and is freed from any curse, disease, poison, blindness, or deafness. [/SECTION] [/QUOTE]
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