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Converting my old Magic conversions to 3.5
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<blockquote data-quote="HellHound" data-source="post: 1978472" data-attributes="member: 3397"><p><strong>Crypt Angel</strong></p><p><em>Also appeared under this name in Necromancer's Legacy</em></p><p></p><p>[imager]http://www.psi-soft.co.uk/images/M/IN/CryptAngel.JPG[/imager]</p><p>Medium Outsider (Evil, Fallen Angel)</p><p>Hit Dice: 12d8+48 (102 hp)</p><p>Initiative: +4 (+4 Dex, Improved Initiative)</p><p>Speed: 50 ft, fly 100 ft (good)</p><p>AC: 29 (+4 Dex, +15 natural)</p><p>Attacks: +3 Bastard Sword of Wounding +21 / +16 / +11 melee</p><p>Damage: +3 Bastard Sword of Wounding 1d10+12 and cripple</p><p>Face/Reach: 5 ft by 5 ft / 5 ft</p><p>Special Attacks: Cripple, Spell Like Abilities</p><p>Special Qualities: Damage Reduction 10/+1, SR 30, Fallen Qualities, Aura of Undeath</p><p>Saves: Fort +12, Refl +12, Will +11</p><p>Abilities: Str 22, Dex 18, Con 18, Int 18, Wis 16, Cha 20</p><p>Skills: Concentration +19, Escape Artist +19, Hide +19, Knowledge (undead) +17, 2 other Knowledges (any) or Crafts (any) +17, Listen +25, Move Silently +19, Sense Motive +19, Spot +25 </p><p>Feats: Alertness, Cleave, Improved Initiative, Power Attack </p><p>Climate/Terrain: Any land or underground</p><p>Organization: Solitary, Pair, Chorus (3-5)</p><p>Challenge Rating: 14</p><p>Treasure: No coins, double goods, standard items</p><p>Alignment: Always Evil (any)</p><p>Advancement: 13-18 HD (Medium), 19-36 HD (Large)</p><p></p><p>Fallen, charnel Devas destroyed in the presence of a major immortal of the sphere of Undeath can be returned to their form in an effort of darkest infernal necromancy. What comes back three days later is the Crypt Angel.</p><p></p><p>Still an iconic beautiful supple and lithe human, the Crypt Angel has a darker complexion than their celestial counterparts and black or blue-black hair. Their large feathery wings remain, but become dark as blackest pitch, and their eyes are hollow and white, never showing real emotion. They can be of any evil alignment. Deep</p><p>beneath their cold demeanor, some still pine for their lost divinity. Crypt Angels can only cross into the prime material in places of carnage or charnel, where at least 100 hit dice of creatures have died recently.</p><p></p><p>COMBAT</p><p></p><p>Crypt Angels are not afraid to enter melee combat. They attack in a cold fierceness, striking down foes with their powerful +3 bastard swords of wounding.</p><p></p><p>The following are standard Fallen Qualities:</p><p></p><p>Aura of Menace (Su): A horrific aura surrounds the fallen that fight or get angry. Any hostile creature within a 20-foot radius of a Crypt Angel must succeed at a Will save (DC 21) to resist its effects. Those who fail suffer a -2 morale penalty to attacks, AC, and saves for one day or until they successfully hit the Angel that generated the</p><p>aura. A creature that has resisted or broken the effect cannot be affected again by that Crypt Angel’s aura for one day. </p><p></p><p>Magic Circle against Good (Su): A magic circle against good effect always surrounds the fallen, identical with the spell cast by a sorcerer whose level equals the fallen’s Hit Dice. The effect can be dispelled, but the fallen can create it again during its next turn as a free action. (The defensive benefits from the circle are not included in the statistics block.)</p><p></p><p>Protective Aura (Su): As a free action, fallen can surround themselves with a nimbus of shadow having a radius of 20 feet. This acts as a double-strength magic circle against good and as a minor globe of invulnerability, both as cast by a sorcerer whose level equal to the fallen’s Hit Dice. The aura can be dispelled, but the fallen can create it again as a free action on its next turn.</p><p></p><p>Tongues (Su): All fallen can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active.</p><p></p><p>Immunities (Ex): All fallen are immune to electricity and petrification attacks. Fallen Angels are also immune to cold and acid. </p><p></p><p>Resistances (Ex): Non-angelic fallen have cold and acid resistance 20. Fallen Angels have fire resistance 20. All fallen receive a +4 racial bonus to Fortitude saves against poison.</p><p></p><p>Keen Vision (Ex): All fallen have low-light vision and 60-foot darkvision.</p><p></p><p>The following are special abilities of the Crypt Angel:</p><p></p><p>Aura of Undeath (Su): When a Crypt Angel travels into the Prime Material it must be done in an area of carnage and charnel. Immediately upon appearing, 48 Hit Dice of zombies are animated from the corpses littering the area (within 300 ft of the Angel). These corpses will serve the goals of the Crypt Angel (or at least of the Angel’s patron deity, who may have other plans, even the destruction of the Crypt Angel in question), although they are not under it’s immediate control.</p><p></p><p>Further, whenever the Angel travels it “builds up a charge” of undeath at a rate of 1 HD per hour. Whenever it travels within 55 feet (close range) of a suitable recently-dead corpse (must have enough flesh to be animated as a zombie), that corpse rises from the grave and it’s new Hit Die total is subtracted from the Aura of Undeath “charge”. These zombies also serve the goals of the Angel’s patron deity.</p><p></p><p>Cripple (Ex): If a Crypt Angel strikes an opponent twice in one round with its sword, that creature must succeed at a Fortitude save (DC 22) or be crippled, able to make partial actions only until healed of all damage.</p><p></p><p>Spell-Like Abilities (Sp): At will - continual flame, darkness, detect good, dispel good, dispel magic, unholy aura, polymorph self, remove curse, curse, disease, fear; 7/day - invisibility purge and cause light wounds; 1/day - animate dead, harm, heal (self only)</p></blockquote><p></p>
[QUOTE="HellHound, post: 1978472, member: 3397"] [b]Crypt Angel[/b] [i]Also appeared under this name in Necromancer's Legacy[/i] [imager]http://www.psi-soft.co.uk/images/M/IN/CryptAngel.JPG[/imager] Medium Outsider (Evil, Fallen Angel) Hit Dice: 12d8+48 (102 hp) Initiative: +4 (+4 Dex, Improved Initiative) Speed: 50 ft, fly 100 ft (good) AC: 29 (+4 Dex, +15 natural) Attacks: +3 Bastard Sword of Wounding +21 / +16 / +11 melee Damage: +3 Bastard Sword of Wounding 1d10+12 and cripple Face/Reach: 5 ft by 5 ft / 5 ft Special Attacks: Cripple, Spell Like Abilities Special Qualities: Damage Reduction 10/+1, SR 30, Fallen Qualities, Aura of Undeath Saves: Fort +12, Refl +12, Will +11 Abilities: Str 22, Dex 18, Con 18, Int 18, Wis 16, Cha 20 Skills: Concentration +19, Escape Artist +19, Hide +19, Knowledge (undead) +17, 2 other Knowledges (any) or Crafts (any) +17, Listen +25, Move Silently +19, Sense Motive +19, Spot +25 Feats: Alertness, Cleave, Improved Initiative, Power Attack Climate/Terrain: Any land or underground Organization: Solitary, Pair, Chorus (3-5) Challenge Rating: 14 Treasure: No coins, double goods, standard items Alignment: Always Evil (any) Advancement: 13-18 HD (Medium), 19-36 HD (Large) Fallen, charnel Devas destroyed in the presence of a major immortal of the sphere of Undeath can be returned to their form in an effort of darkest infernal necromancy. What comes back three days later is the Crypt Angel. Still an iconic beautiful supple and lithe human, the Crypt Angel has a darker complexion than their celestial counterparts and black or blue-black hair. Their large feathery wings remain, but become dark as blackest pitch, and their eyes are hollow and white, never showing real emotion. They can be of any evil alignment. Deep beneath their cold demeanor, some still pine for their lost divinity. Crypt Angels can only cross into the prime material in places of carnage or charnel, where at least 100 hit dice of creatures have died recently. COMBAT Crypt Angels are not afraid to enter melee combat. They attack in a cold fierceness, striking down foes with their powerful +3 bastard swords of wounding. The following are standard Fallen Qualities: Aura of Menace (Su): A horrific aura surrounds the fallen that fight or get angry. Any hostile creature within a 20-foot radius of a Crypt Angel must succeed at a Will save (DC 21) to resist its effects. Those who fail suffer a -2 morale penalty to attacks, AC, and saves for one day or until they successfully hit the Angel that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that Crypt Angel’s aura for one day. Magic Circle against Good (Su): A magic circle against good effect always surrounds the fallen, identical with the spell cast by a sorcerer whose level equals the fallen’s Hit Dice. The effect can be dispelled, but the fallen can create it again during its next turn as a free action. (The defensive benefits from the circle are not included in the statistics block.) Protective Aura (Su): As a free action, fallen can surround themselves with a nimbus of shadow having a radius of 20 feet. This acts as a double-strength magic circle against good and as a minor globe of invulnerability, both as cast by a sorcerer whose level equal to the fallen’s Hit Dice. The aura can be dispelled, but the fallen can create it again as a free action on its next turn. Tongues (Su): All fallen can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active. Immunities (Ex): All fallen are immune to electricity and petrification attacks. Fallen Angels are also immune to cold and acid. Resistances (Ex): Non-angelic fallen have cold and acid resistance 20. Fallen Angels have fire resistance 20. All fallen receive a +4 racial bonus to Fortitude saves against poison. Keen Vision (Ex): All fallen have low-light vision and 60-foot darkvision. The following are special abilities of the Crypt Angel: Aura of Undeath (Su): When a Crypt Angel travels into the Prime Material it must be done in an area of carnage and charnel. Immediately upon appearing, 48 Hit Dice of zombies are animated from the corpses littering the area (within 300 ft of the Angel). These corpses will serve the goals of the Crypt Angel (or at least of the Angel’s patron deity, who may have other plans, even the destruction of the Crypt Angel in question), although they are not under it’s immediate control. Further, whenever the Angel travels it “builds up a charge” of undeath at a rate of 1 HD per hour. Whenever it travels within 55 feet (close range) of a suitable recently-dead corpse (must have enough flesh to be animated as a zombie), that corpse rises from the grave and it’s new Hit Die total is subtracted from the Aura of Undeath “charge”. These zombies also serve the goals of the Angel’s patron deity. Cripple (Ex): If a Crypt Angel strikes an opponent twice in one round with its sword, that creature must succeed at a Fortitude save (DC 22) or be crippled, able to make partial actions only until healed of all damage. Spell-Like Abilities (Sp): At will - continual flame, darkness, detect good, dispel good, dispel magic, unholy aura, polymorph self, remove curse, curse, disease, fear; 7/day - invisibility purge and cause light wounds; 1/day - animate dead, harm, heal (self only) [/QUOTE]
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