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Angels Astral Deva: CR - 14; Size - Medium; Alignment - Good Astral devas are beautiful, tall, humanoids with

long, feathery wings and supple, lithe bodies. Their inner power makes it hard to look upon them. These benevolent angels watch over weaker good creatures and sometimes assist planar travelers and powerful creatures undertaking good causes. They are unafraid of melee combat, wielding their heavy maces with gusto. Their spell-like abilites include aid, continual flame, detect evil, discern lies, dispel evil, dispel magic, holy aura, holy smite, holy word, invisibility, plane shift, polymorph, remove curse/disease/fear at will, cure light wounds and see invisibility seven times a day each, and blade barrier once per day. Planetar: CR - 16; Size - Large; Alignment - Good Planetars are massively muscular 9-foot tall humans with smooth emerald skin, white-feathered wings, and bald heads. These angels serve as mighty generals of celestial armies. Their array of spell-like abilities are continual flame, dispel magic, holy smite, invisibility, lesser restoration, remove curse/disease/fear, speak with dead (all at will), blade barrier, flame strike, polymoprh, power word stun, raise dead, and waves of fatigue (3x/day) and earthquake, greater restoration, mass charm monster, and waves of exhaustion once per day each. Quite apart from these abilities, planetars cast spells as 17th-level clerics. Solar: CR - 23; Size - Large; Alignment - Good Solars are towering, powerfully-built angels with brilliant topaz eyes, silver or golden skin, and gleaming white wings. Solars are the greatest of all angels, surpassing all but the most powerful fiends. They often serve as close attendants to a good god. Apart from their powerful great swords and their composite longbows (which are equipped with slaying arrows), they have aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite, imprisonment, invisibility, lesser restoration, polymorph, power word stun, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead, waves of fatigue (all at will), blade barrier, earthquake, heal, mass charm monster, permanency, resurrection, waves of exhaustion (3x/day each), greater restoration, power words blind, kill, and stun, prismatic spray, and wish (once a day each). Solars also cast spells as 20th-

level clerics. Archons Hound archon: CR - 4 or 16 (hero); Size - Medium; Alignment - Lawful good Hound archons are well-muscled humanoids with canine heads. They appaer to be intelligent and serene. These beings from Celestia seek to defend the innocent and helpless against evil forces. Some hound archons become heroes, with a greater lover of battle (especially using their holy greatswords) and increased powers. An ordinary hound archon can use aid, continual flame, detect evil, and message at will. They also have a strong aura of menace and thea bility to assume any canine form from Small to Large Size. A hound archon hero gains a smite evil attack and paladin powers such as lay on hands, auras of courage and good, divine health, and -- most importantly -- the services of a noble bronze dragon mount. Justice archon: CR - 6; Size - Medium; Alignment - Lawful good Glorious but menacing, justice archons are radiant warriors clad in bright full plate, wielding greatswords that crackle with divine power. These powerful beings are terrifying enemies of evil. They are decisive and self-righteous, eager to strike swiftly on behalf of good. They often come to the aid of clerics who fight evil and are often leaders of war parties that hunt down fiends. Their overzealousness sometimes leads them astray, clouding their sense of right and wrong and creating the risk that innocents may be accidentally harmed in their fury. Justice archons have sometimes even been manipulated by grasping high priests who dishonestly direct them to attack so-called "evil" rulers who stand in the way of their ambition. To minimize this risk, other celestials often choose to employ them in the Lower Planes, where innocents are hard to find. A justice archon can cast aid, continual flame, and detect evil at will. Their auras of menace weaken nearby foes. They can teleport at will and have a continuous protective magic circle about their person. Lantern archon: CR - 2; Size - Small; Alignment - Lawful good A lantern archon resembles merely a floating gaseous ball of light, about as bright as a torch. They speak in soft, musical voices. These archons are very friendly and eager to help those in need. In combat, they prefer to hover outside of melee range due to their weak physical

bodies. Lantern archons have a moderately-strong aura of menace. They can also shoot a light ray. They have very few spell-like abilities: aid, detect evil, and continual flame (all at will). Owl Archon: CR - 11; Size - Large; Alignment - Lawful Good 9-foot tall owl archons have snow-white and charcoal-gray feathers and silvery talons, beaks, and eyes. These powerful archons patrol Celestia, acting as airborne scouts, messengers, and spies for throne archons. They also protect lesser celestial creatures such as animals. When acting as scouts and messengers, they usually surveil potential threats and notify their superiors before acting. Six times a day, an owl archon can fire silvery light rays from their eyes that turn foes to stone. Spell-like abilities include calm animals, charm animal, dispel magic, faerie fire, freedom of movement, speak with animals, stone to flesh, (at will) and dismissal, find the path, greater dispel magic, neutral poison (3/day each) and divine power, reincarnate once a day each. Sword Archon: CR - 11; Size - Large; Alignment - Lawful good A sword archon resembles a ruggedly handsome, oversized human with glorious, feathered wings. They usually wear simple garments of patterned cloth covered by great cloaks. Their forearms can turn into sharp, fiery blades. These celestials are sober, responsible enforcers of heavenly laws. Sword archons can change their forearms into powerful holy flaming longswords. Three times a day, they can use a discorporating dive attack, in which they fly at a living enemy armblades first, tearing its body apart and banishing its soul to imprisonment in the Seven Heavens, where the soul remains in the custody of a throne archon until someone chooses to release it. They can also use aid, continual flame, divination, locate creature, locate object, and message at will and commune, dispel chaos and mark of justice three times a day. Throne archon: CR - 15; Size - Large; Alignment - Lawful good Throne archons are towering, regal figures with fair hair, flawless golden skin, and glittering blue eyes. They wear ornate suits of golden fullplate and carry massive, rune-inscribed greatswords. Sublimely wise and self-confident, throne archons are the mayors and chief

justices of the magnificent cities of the Seven Heavens of Celestia. They rule with stern order and unyielding benevolence. They usually resent being called to the Material Plane by a planar ally spell due to the level of care and attention that they devote to their jobs. They generally prefer to stay out of combat against evil, preferring to lead by their moral example and work to preserve Celestia while others take the fight directly to fiends. Throne archons have a powerful penitentiary gaze that inspires feelings of remorse in non-lawful and neutral creatures and pain/damage to evil creatures. They also have a staggering array of spell-like abilities, including atonement, break enchantment, bless weapon, cure critical wounds, detect evil, discern lies, greater dispel magic, hallow, mark of justice, neutralize poison, restoration, see invisibility, sending (all at will), banishment, death ward, dictum, divine favor, find the path, heal, heroes' feast, holy sword, raise dead, greater restoration, true seeing (three times a day each), and resurrection once a day. They have a powerful aura of menace and can even invest mortals with a portion of their power. Trumpet Archon: CR - 14; Size - Medium; Alignment - Lawful Good Trumpet archons look like beautiful green elves with feathered wings. They carry with them massive silver trumpets. These archons are celestial messengers and heralds. Unlike many other celestials, they disdain physical combat, preferring to use magic to obliterate foes quickly so that they can return to their duties. A trumpet archon can use detect evil, continual flame, and message at will. Their auras of menace are even stronger than that of hound archons. They can cast divine spells as a 14th-level cleric. Their most famous tools are their trumpets, which produce clear, beautiful music and -- at the discretion of the trumpet archon -- notes that paralyze non-archons within 100 feet. Not only is it an instrument, the trumpet can also take the form of a powerful greatsword. If the trumpet is ever stolen, it becomes a chunk of useless metal until it can be recovered. Warden Archon: CR - 8; Size - Large; Alignment - Lawful good As tall as ogres, these huge creatures have white fur, black eyes, bearlike heads, and broad paws ending in sharp black claws. They are clad in fearsome fullplate armor engraved with symbols of holiness and virtue. Gentle, solemn warden archons guard the gates of the Seven Heavens of Celestia and -- due to a lack of threats to that place -- observe the affairs of the Material Plane using great magical scrying pools. Due to this secondary assignment, they have a greater understanding of the mortal world and mortal character than msot other archons. Perhaps for that same reason,

warden archons are the most likely to succumb to evil temptations. Watchers abhor battle and rarely speak aloud, preferring to use telepathy. Warden archons can use aid, continual flame, detect scrying, detect thoughts, locate creature, scrying, see invisibility, and true strike (at will). Three times a day, they can use true seeing. With their unique supernatural ability, unnerring assay, a warden archon instantly knows the alignment of any creature within 60 feet; this ability can even resist typical methods of alignment. Eladrins Bralani: CR - 6; Size - Medium; Alignment - Chaotic good Bralanis are wild, feral-looking creatures who resemble short, stocky elves with silver-white hair and scintillating rainbow-patterned eyes. These feral spirits live from moment to moment in a glorious, never-ending passion, living in the eladrin kingdom of Arborea. They can use blur, charm person, gust of wind, mirror image, and wind wall (at will) and lightning bolt and cure serious wounds twice a day each. They can turn into whirlwinds and attack with scouring blasts of wind. Ghaele: CR - 13; Size - Medium; Alignment - Chaotic Good A ghaele looks like a regal elf with pearly, opalescent eyes and a radiant aura. Ghaeles are fierce opponents of injustice and tyranny, working behind the scenes to aid any good creatures resisting oppression. They are like knighterrants, resisting evil wherever it appears. All ghaeles can shift into 5-foot wide incorporeal globes of light, enabling them to fly and fire off powerful light rays. In their humanoid forms, they can use their spell-like abilities, including aid, charm monster, color spray, comprehend languages, continual flame, cure light wounds, dancing lights, detect evil/thoughts, disguise, dispel magic, hold monster, greater invisibility, major image, see invisibility, greater teleport (at will) and chain lightning, prismatic spray, and wall of force (once a day each). They can also cast divine spells as 14th-level clerics. Their most unique ability is their deadly gaze attack, which can slay evil weaker creatures and terrify even ones strong enough to resist. Guardinals Avoral: CR - 9; Size - ; Size -- Medium Alignment - Neutral good

These vaguely birdlike guardinals, from Elysium, look like tall, muscular humans with long wings instead of arms and hair that resembles feathery cowls. Their legs end in strong talons and are coated with feathers. Their bones are strong but hollow, causing even their 7-foot tall bodies to weigh less than a hundred pounds. Avorals are noble champions of good against evil. They have nearly perfect vision. Apart from that, they have true seeing (always active), aid, blur, command, detect magic, dimensiond oor, dispel magic, gust of wind, hold person, light, magic circle against evil, magic missile, see invisibility (at will) and lightning bolt (three times a day each). Cervidal: CR - 3; Size - Medium; Alignment - Neutral good Cervidals look like slim, muscular goat-beings covered in short dark red fur. They have regal bearings and are crowned by a pair of long, curved horns. Their feet end in hooves and they have horn-plated hands. These guardinals are the most common kind found in Elysium. They tend to stick close to their home, Amoria (the uppermost level of Elysium) are rarely leave. In wartime, they form the bulk of the guardinal military. During combat, they usually favor their horns as weapons. A cervidal is more than a match for a demon or devil of the same CR. Their spell-like abilities include bless, command, detect poison, and light (at will) and hold person, magic missile, suggestion (once a day each). They can also use their horns for beneficial as well as violent purposes; at will, a cervidal can use its horns to neutralize poison or remove disease, automatically dispel (as per dispel magic) any illusion, and dismiss (as per dismissal) a summoned, conjured, or extraplanar creature. Leonal: CR - 12; Size - Medium; Alignment - Neutral good Leonals are powerful lion-headed humanoids covered in short golden fur. Their arms end in powerful claws. These guardinals are regal and powerful champions of good. They prefer straightforward fights, in which they quickly knock foes off balance before attacking in a well-coordinated manner along side fellow leonals in their prides. Leonals have a powerful roar that duplicates the effects of holy word. Lupinal: CR - 5; Size - Medium; Alignment - Neutral good

A lupinal looks like a half-human, half-wolf creature. These guardinals are also regal and poised. Their pack-based societies make them somewhat more lawful-inclined than other natives of Elysium; they tend to work in close cooperation and perfect harmony with each other. Unlike cervidals, they are more comfortable making their homes outside Elysium, for the purpose of helping others fight against evil. Lupinals are equipped with a powerful fear aura activated by their howls. Spell-like abilities include blink, blur, change self, darkness, ethereal jaunt (at will), cone of cold, cure light wounds, fly, and magic missile (3x/day each). The Celestial Hebdomad: They are the seven martyrs who rule Heaven, having sacrificed themselves on the first days of creation to the cause of law and good. The ruler of Heaven is Zaphkiel, an ancient ruler shrouded in radiant light and mystery; he is the only one of the original seven martyrs to still remain in power. The other six are newly-elevated, instantly taking the form and powers of the dead. All members of the Celestial Hebdomad have certain powers: they are warded by a permanent magic circle against imprint. They can use greater teleport at will. Twice per day, they can summon up to 40 lantern archons, 4 sword archons, 4 trumpet archons, 2 throne archons, or another member of the Hebdomad. When one of the Hebdomad is killed, its body releases divine energy that brand its murderer for all time, making them instantly recognizeable as killers to all lawful good otusiders. * Barachiel, the Messenger: ruler of Lunia, the Silver Heaven, the bottom layer of the heavenly mountain. As leader of the trumpet archons, he is the herald and messenger of the Hebdomad, and from his Citadel of Stars on the shore of the Silver Sea, he commands Celestia's defenses. * Domiel, the Mercy-Bringer: ruler of Mercuria, the second layer. He is the sworn foe of tyrants and tyranny and dwells in Aurilon, the Golden Spire. * Erathaol, the Seer: ruler of Venya, the Pearly Heaven, the third layer of the heavenly mountain. He is the patron of prophets and seers, forecasting planar events and watching over children destined for greatness. In his undersea seashell fortress, Xiranthador, is contained a vast library containing more books and scrolls than can be read in one thousand lifetimes. Abhorring combat, he is also in charge fo a vast library containing celestial canticles, written laws, and historical codices. * Pistis Sophia, the Ascetic: ruler of Solania, the Crystal Heaven, the fourth layer. She is serene and sincere, speaking the unclouded truth. She seeks self-perfection by casting off possessions and clothing (symbols of greed and insecurity). * Raziel, the Crusader: ruler of Mertion, the Platinum Heaven, the fifth

layer of heaven. He is judicial and wrathful, patron of paladins and ferocious foe of tyranny and oppression. In the City of Tempered Souls, Empyrea, Raziel can be found in one of the city's great hospitals and infirmaries, providing guidance and protection to clerics and patients. * Sealtiel, the Defender: ruler of Jovar, the Glittering Heaven, the sixth layer. He commands an impressive army of archons, particularly warden archons, sworn to defend Celestia against fiends. He is also the guardian of Chronias, the sixth and highest level of heaven. His fortres Pax Exaltea dominates Yetsira, the seven-terraced city. Zaphkiel, the Watcher: ruler of Chronias, the Illuminated Heaven, the seventh and highest layer of Heaven. He is the embodiment of perfect goodness, and only the most exalted beings can stand in his presence without being consumed. He watches over all of Celestia, advising other members of the Hebdomad and paying special protection to the souls of stillborn babies and sacrificed children.

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