Angel (3.5e Monster)
Angel | Archangel | |
---|---|---|
Size/Type: | Medium Outsider (Extraplanar, Good, True Celestial) | Medium Outsider (Extraplanar, Good, True Celestial) |
Hit Dice: | 7d10+28 (98 hp) | 7d10+8d10+105 (255 hp) |
Initiative: | +8 | +10 |
Speed: | 50 ft. (10 squares), fly 240 ft. (good) | 50 ft. (10 squares), fly 240 ft. (good) |
Armor Class: | 26 (+3 Dex, +9 natural, +3 deflection, +1 divine), touch 17, flat-footed 23 | 39 (+4 Dex, +11 natural, +8 +3 mithral breastplate, +4 deflection, +2 divine), touch 20, flat-footed 35 |
Base Attack/Grapple: | +7/+12 | +15/+23 |
Attack: | +1 longsword +15 melee (1d8+9 plus smite) | +3 holy longsword +30 melee (1d8+19/17-20 plus holy plus smite) |
Full Attack: | +1 longsword +15/+10 melee (1d8+9 plus smite) | +3 holy longsword +30/+25/+20 melee (1d8+19/17-20 plus holy plus smite) |
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. |
Special Attacks: | Divine presence, grace, smite, spell-like abilities, spells, turn undead | Blinding countenance, divine presence, grace, smite, spell-like abilities, spells, turn undead |
Special Qualities: | Rank 1 true celestial traits and immunities, divine aura, DR 10/evil and magic, immunity to acid and cold, regeneration 10, resistance to electricity and fire 10, spell resistance 18 | Rank 2 true celestial traits and immunities, divine aura, DR 10/evil and magic, immunity to acid and cold, regeneration 10, resistance to electricity and fire 15, spell resistance 27 |
Saves: | Fort +10, Ref +10, Will +10 | Fort +21, Ref +18, Will +19 |
Abilities: | Str 21, Dex 16, Con 17, Int 14, Wis 16, Cha 17 | Str 27, Dex 18, Con 21, Int 16, Wis 20, Cha 19 |
Skills: | Bluff +10, Concentration +14, Diplomacy +17, Disguise +10 (+12 acting in character), Gather Information +12, Intimidate +6, Heal +10, Hide +9, Knowledge (arcana, local, the planes) +8, Listen +10, Sense Motive +14, Search +9, Sleight of Hand +6, Spot +10, Survival +4 (+6 on other planes or following tracks), Spellcraft +14 | Bluff +12, Climb +16, Concentration +17, Diplomacy +18, Disguise +12 (+14 acting in character), Gather Information +14, Heal +13, Hide +12, Intimidate +23, Jump +24, Knowledge (arcana, local, the planes) +12, Listen +15, Ride +12, Sense Motive +17, Search +10, Sleight of Hand +8, Spot +15, Spellcraft +17, Survival +6 (+8 on other planes or following tracks), Swim +16, Tumble +8 |
Feats: | Improved Initiative, Improved Turning, Weapon Focus (longsword) | Cleave, Combat Casting, Greater Weapon Focus (longsword), Improved Critical (longsword), Improved Initiative, Improved Turning, Iron Will, Lightning Reflexes, Power Attack, Weapon Specialization (Longsword), Weapon Focus (longsword) |
Environment: | Good aligned outer planes | Good aligned outer planes |
Organization: | Solitary, duo or flight (3-8) | Solitary, strike force (1 archangel and 2-5 angels), or crusade (1 archangel advanced to 21 HD, 2-4 archangels and 12-20 angels) |
Challenge Rating: | 9 | 17 |
Treasure: | Double standard | Double standard |
Alignment: | Usually good (any) | Usually good (any) |
Advancement: | By character class | By character class |
Level Adjustment: | — | — |
| |||||||||
| |||||||||
Rate this article Discuss this article |
This humanoid looking creature is fair and has stark features, unearthly beauty and a tall body that he or she might choose to hide from view. Eyes look as though they see through you, a piercing teal or blue that warms the heart and calms the mind.
Angels, also known as the Malakhim (meaning messengers or angels), are the lowest order of the celestial hierarchy, and the most familiar to men. They are the ones most concerned with the affairs of living things, and the vanquishing of the servants of evil. Within the category of angels, there are different kinds, with different functions. The angels are sent as messengers to mortalkind, and are spread around the world as agents of God. An angel stands about 6 feet tall and weighs around 160 pounds.
Combat[edit]
Angels are capable warriors, spellweavers, scouts and diplomats, with strong convictions, preferring to focus wholeheartedly upon their foe or their mission in order to spare the innocent from collateral damage. They often sidle through the world of the living, disguising themselves as humans or elves. Angels are the lowest rank within the celestial hierarchy, and have effective rank 1 as a true celestial. Angels can extrude their wings from their bodies (and make them disappear) at will.
An angel is treated as an 8 HD creature when targeted by HD-dependent effects, and its natural weapons and any weapons it wields are treated as good-aligned and magical for the purpose of overcoming damage reduction. The longsword of an angel bypasses any damage reduction/material of evil outsiders.
Angels wield a +1 longsword and a ring of resistance +1. Their effects are incorporated in the above statistics block.
Divine Aura (Ex): An angel's divine aura hedges out all spells and spell-like abilities of level 1 or lower.
Divine Presence (Ex): An angel's divine presence extends out in a 20-foot emanation. Its frightful presence effect affects all non-good creatures, frightening those of 4 HD or less, and rendering others shaken. A DC 17 Will save negates the effects.
Regeneration (Ex): Evil-aligned magical weapons and spells with the Evil descriptor deal normal damage to an angel. If an angel loses a limb or body part, the lost portion regrows in 3d6 minutes. The angel can reattach the severed member instantly by holding it to the stump.
Smite (Ex): An angel's attacks deal extra damage as per the holy smite spell, caster level 2nd.
Spell-Like Abilities: At will—bless, invisibility, light; 3/day—cure serious wounds (DC 17), dispel magic, remove disease; 1/day—break enchantment, restoration. Caster level 7th. Save DCs are Charisma-based.
The following abilities are always active on an angel’s person, as the spells (caster level 6th)
detect evil, detect thoughts (DC 16), true seeing, tongues.
Spells: Angels can cast divine spells as 6th-level clerics. An angel has access to two of the following domains: Good, Healing, Protection and Sun (plus any others from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (5/4/4/3 plus domain spells; save DC 14 + spell level)
0—create water, guidance, read magic (×2), resistance; 1st—bless water, divine favor, obscuring mist, remove fear, sanctuary*; 2nd—eagle's splendor, remove paralysis, shield other*, spiritual weapon; 3rd—daylight, invisibility purge, protection from energy*, remove curse.
*Domain spell. Domains: Good and Protection.
Turn Undead (Su): An angel can turn undead with an effective cleric level of 7.
Angels and Summoning[edit]
A good-aligned spellcaster may use a summon monster IX spell to summon an angel. A summoned angel enters the field with its typical spells prepared (see Spells, above). A cleric with the Good domain may use a summon monster VIII to summon an angel instead. Summoning an angel gives the spell the Good descriptor.
Archangel[edit]
These prestigious warrior Malakhim are the keepers of Celestis, leading the armies of good into combat against the forces of evil.
Archangels are angels advanced with class levels. Every archangel has 7 base true celestial HD and 8 levels in a particular class.
Besides gaining the 8 class levels, an angel advanced into an archangel gains a +4 bonus in three ability scores, and +2 in the other three, and then gains another 2 points in ability scores of its choice from its class levels.
The above example is an archangel with fighter levels. An archangel that takes a different spellcasting class than Cleric may eschew its regular clerical casting in favor of additional spellcasting levels in their chosen class, allowing them to cast spells of their chosen class as a 17th level caster. Likewise, an archangel that takes levels in a class that uses specific special ability components other than spells (i.e. powers, maneuvers, etc.) may instead exchange its regular clerical casting in favor of effective levels in the usage of that component (manifesting, initiating, and the like). An archangel with 8 levels of warbladeToB uses maneuvers as a 17th level initiator.
An archangel's spells are always divine in nature, even if he has chosen an arcane spellcasting class.
An archangel is treated as a 17 HD creature when targeted by HD-dependent effects, and its natural weapons and any weapons it wields are treated as good-aligned and magical for the purpose of overcoming damage reduction.
Archangels wield a +3 longsword that becomes holy in their hands, and a ring of resistance +3. Their effects are incorporated in the above statistics block.
Blinding Countenance (Ex): Any mortal creature looking upon an archangel's form must make a DC 23 Will save or be immediately blinded. Creatures with 6 HD or less have their eyes burnt from their sockets, leaving them permanently blinded, and will require a restoration, heal or stronger spell, followed by a remove blindness/deafness spell to restore their eyes and eyesight. Stronger creatures (up to 12 HD) are merely blinded for 1d4 hours, and all other creatures are blinded for 5d6 rounds.
Divine Aura (Ex): An archangel's divine aura hedges out all spells of level 2 or lower.
Divine Presence (Ex): An archangel's divine presence extends out in a 30-foot emanation. Its frightful presence effect affects all non-good creatures, frightening those of 6 HD or less, and rendering others shaken. A DC 23 Will save negates the effects.
Smite (Ex): An archangel's attacks deal extra damage as per the holy smite spell, caster level 3rd.
Spell-Like Abilities: At will—bless, break enchantment, invisibility, light; 3/day—blade barrier (DC 22), greater dispel magic, mass cure serious wounds (DC 23), remove disease, restoration; 1/day—heal. Caster level 9th. Save DCs are Charisma-based.
The following abilities are always active on an archangel’s person, as the spells (caster level 9th)
detect evil, detect thoughts (DC 18), true seeing, tongues.
Spells: Archangel fighters can cast divine spells as 9th-level clerics. An archangel fighter has access to two of the following domains: Good, Healing, Protection and Sun (plus any others from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/6/5/4/3/2 plus domain spells; save DC 17 + spell level)
0—create water, guidance, read magic (×2), resistance (×2); 1st—bless, bless water, divine favor, enthrall obscuring mist, remove fear, sanctuary*; 2nd—consecrate, eagle's splendor, remove paralysis, resist energy, shield other*, spiritual weapon; 3rd—daylight, invisibility purge, protection from energy*, remove curse, wind wall; 4th—death ward, divine power, fire shield*, freedom of movement; 5th—, disrupting weapon, flame strike*, righteous might.
*Domain spell. Domains: Good and Protection.
Back to Main Page → 3.5e Homebrew → Monsters
Alignment | Usually good (any) + |
Author | Sulacu + |
Challenge Rating | 9 + and 17 + |
Environment | Good aligned outer planes + |
Identifier | 3.5e Monster + |
Level Adjustment | — + |
Rated By | Leziad + |
Rating | Rating Pending + |
Size | Medium + |
Subtype | Extraplanar +, Good + and True Celestial + |
Title | Angel + |
Type | Outsider + |