Shade
Monster Junkie
Celestial Stag
http://www.enworld.org/forum/genera...converting-oriental-adventures-creatures.html
Celestial Stag
Medium Aberration (Extraplanar)
Hit Dice: 3d8+9 (22 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: Gore +5 melee (2d6+1)
Full Attack: Gore +5 melee (2d6+1) and 2 hooves +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death throes
Special Qualities: Damage reduction 5/slashing or piercing, darkvision 60 ft., light vulnerability, regeneration 1, tomb-tainted
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 12, Dex 18, Con 17, Int 10, Wis 12, Cha 9
Skills: Bluff +3, Hide +4*, Intimidate +4, Listen +3, Spot +3
Feats: Multiattack, Persuasive
Environment: Tarterian Depths of Carceri
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: 4–6 HD (Medium); 7–9 HD (Large)
Level Adjustment: —
This creature resembles a nightmarish deer, one formed completely of greenish ooze.
Celestial stags are mysterious entities that have escaped the prison plane of Carceri to inhabit deep, underground mines on the Material Plane. Celestial stags desperately seek the light of the sun, which will end their tortured existence. Miners often encounter celestial stags when unearthing a new underground cavern. The alien creatures attempt to parley, barter, bribe, and even torture miners in their quest to reach the surface.
Should a celestial stag find its way to the surface, it briefly flashes a look of satisfaction before exploding into a pool of foul-smelling, liquid pestilence.
Celestial stags are 5 feet long and 2 feet tall at the shoulder, weighing over 100 pounds.
Celestial stags speak Common.
COMBAT
Celestial stags fight much like a natural stag, goring with its antlers and stamping with its hooves.
Amorphous (Ex): A celestial stag is not subject to critical hits. It cannot be flanked. Because of its jellylike substance, a celestial stag is able to slip through spaces that otherwise could accommodate only a Tiny or smaller creature.
Death Throes (Ex): When killed, a celestial stag explodes in a burst of liquid pestilence that deals 1d6 points of acid damage to anything within 5 feet (Reflex DC 14 half). Additionally, a creature damaged by the acid must succeed on a DC 14 Fortitude save or become infected with slimy doom. The save DC is Constitution-based.
Regeneration (Ex): Cold deals normal damage to a celestial stag.
Light Vulnerability (Ex): Spells with the light descriptor and those that deal extra damage to light-sensitive creatures (such as searing light) deal lethal damage to a celestial stag. For purposes of determining damage for such spells, treat the celestial stag as if it were a light-sensitive undead creature. Exposing a celestial stag to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape, exposing nearby creatures to its death throes.
Tomb-Tainted (Ex): Although an aberration, a celestial stag is harmed by positive energy and healed by negative energy. It is treated as undead for purposes of spells and effects that treat undead differently (such as searing light or holy water). A celestial stag may be turned as if it were an undead creature with +2 turn resistance.
Skills: *A celestial stag has a +12 racial bonus on Hide checks made in areas of shadowy illumination.
Originally appeared in Dragon Magazine #26 (1979).
http://www.enworld.org/forum/genera...converting-oriental-adventures-creatures.html
Celestial Stag
Medium Aberration (Extraplanar)
Hit Dice: 3d8+9 (22 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: Gore +5 melee (2d6+1)
Full Attack: Gore +5 melee (2d6+1) and 2 hooves +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death throes
Special Qualities: Damage reduction 5/slashing or piercing, darkvision 60 ft., light vulnerability, regeneration 1, tomb-tainted
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 12, Dex 18, Con 17, Int 10, Wis 12, Cha 9
Skills: Bluff +3, Hide +4*, Intimidate +4, Listen +3, Spot +3
Feats: Multiattack, Persuasive
Environment: Tarterian Depths of Carceri
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: 4–6 HD (Medium); 7–9 HD (Large)
Level Adjustment: —
This creature resembles a nightmarish deer, one formed completely of greenish ooze.
Celestial stags are mysterious entities that have escaped the prison plane of Carceri to inhabit deep, underground mines on the Material Plane. Celestial stags desperately seek the light of the sun, which will end their tortured existence. Miners often encounter celestial stags when unearthing a new underground cavern. The alien creatures attempt to parley, barter, bribe, and even torture miners in their quest to reach the surface.
Should a celestial stag find its way to the surface, it briefly flashes a look of satisfaction before exploding into a pool of foul-smelling, liquid pestilence.
Celestial stags are 5 feet long and 2 feet tall at the shoulder, weighing over 100 pounds.
Celestial stags speak Common.
COMBAT
Celestial stags fight much like a natural stag, goring with its antlers and stamping with its hooves.
Amorphous (Ex): A celestial stag is not subject to critical hits. It cannot be flanked. Because of its jellylike substance, a celestial stag is able to slip through spaces that otherwise could accommodate only a Tiny or smaller creature.
Death Throes (Ex): When killed, a celestial stag explodes in a burst of liquid pestilence that deals 1d6 points of acid damage to anything within 5 feet (Reflex DC 14 half). Additionally, a creature damaged by the acid must succeed on a DC 14 Fortitude save or become infected with slimy doom. The save DC is Constitution-based.
Regeneration (Ex): Cold deals normal damage to a celestial stag.
Light Vulnerability (Ex): Spells with the light descriptor and those that deal extra damage to light-sensitive creatures (such as searing light) deal lethal damage to a celestial stag. For purposes of determining damage for such spells, treat the celestial stag as if it were a light-sensitive undead creature. Exposing a celestial stag to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape, exposing nearby creatures to its death throes.
Tomb-Tainted (Ex): Although an aberration, a celestial stag is harmed by positive energy and healed by negative energy. It is treated as undead for purposes of spells and effects that treat undead differently (such as searing light or holy water). A celestial stag may be turned as if it were an undead creature with +2 turn resistance.
Skills: *A celestial stag has a +12 racial bonus on Hide checks made in areas of shadowy illumination.
Originally appeared in Dragon Magazine #26 (1979).
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