Salusel (3.5e Monster)
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|Size/Type:||Medium Outsider (Extraplanar, Good, Lawful, Logos)||Large Outsider (Extraplanar, Good, Lawful, Logos)|
|Hit Dice:||5d8+10 (32 hp)||10d8+40 (85 (50 temp hp from shield) hp)|
|Speed:||20 ft, fly 100 ft (good)||30 ft, fly 200 ft (good)|
|Armor Class:||19 (+4 deflective armor, +5 dex), touch 19, flat-footed 14||25 (+12 deflective armor, +4 dex, -1 size), touch 13, flat-footed 21|
|Attack:||Slam +7 melee (1d6+2, 20/x2)||Slam +15 melee (1d8+6, 20/x2)|
|Full Attack:||Slam +7 melee (1d6+2, 20/x2)||Slam +15 melee (1d8+6, 20/x2)|
|Space/Reach:||5 ft/5 ft||10 ft/10 ft|
|Special Attacks:||Restoration Ray, SLAs, Stun Bolt||Restoration Ray, Revival Ray, SLAs, Stun Bolt, Stun Storm|
|Special Qualities:||Deflective Armor, Darkvision 60 ft, DR 5/chaotic or evil, Evasion, Immunities, Logos Traits, Rush Form, SR 16, Vulnerable to Acid||Deflective Armor, Darkvision 60 ft, DR 10/chaotic and evil, Evasion, Immunities, Logos Traits, Rush Form, Shield, SR 21, Vulnerable to Acid|
|Saves:||Fort +4, Ref +9, Will +7||Fort +11, Ref +11, Will +11|
|Abilities:||Str 15, Dex 21, Con 15, Int 14, Wis 16, Cha 16||Str 23, Dex 19, Con 19, Int 14, Wis 18, Cha 16|
|Skills:||Concentration +10, Heal +16, Listen +11, Perform (Sing) +11, Search +10, Sense Motive +11, Spot +11, Survival +11, Swim +10, Tumble +13||Concentration +17, Heal +22, Listen +17, Perform (Sing) +16, Search +15, Sense Motive +17, Spot +17, Survival +17, Swim +19, Tumble +17|
|Feats:||MobilityB, RunB, Skill Focus (Heal), Flyby Attack||MobilityB, RunB, Skill Focus (Heal), Flyby Attack, Wingover, Combat Expertise|
|Environment:||Lawful Good Planes||Lawful Good Planes|
|Organization:||Solitary, Pair, or Mercy (3-7)||Solitary, Pair, or Mercy (3-7)|
|Alignment:||Always Lawful Good||Always Lawful Good|
|Advancement:||6-10 HD (Medium), 11-15 HD (Large)||-|
Above you is a beautiful metal angel shining in the light of the sun. A body of pure silver, she descends on a radiant light singing a gentle tune. As her light shines upon you, you feel a second wind coming back to your body.
Machines and people alike tend to break down, and the battlefields are littered with the wounded and dying. The salusel were created as battlefield medics to aid the forces of good, but soon also found themselves in other places healing the sick and tending to the wounded on a more personal basis, so this logos is one of the more human-appearing ones. They appear as tall slender feminine humanoids made of shining mithril, and large slat-like wings which emit a trail of light that seems to jet from its wings and back and thrusts the angel to high speeds. Its face has a human mask of a gentle faced woman. Though artificial, the mask seems almost real and brings comfort to those the angel tend to. One wonders how sincere compassion is to a being with no true sense of free will, but the healing is always appreciated.
Particularly powerful salusel were created as well, for more heavy duty tasks that the fragile salusel were unable to handle. They are similar in appearance, but their eyes are obscured in a bird-like mask and their form is a bit more masculine in design, with broader shoulders and larger wings. Unlike the soft hiss of the salusel's jets of light, the greater salusel's engines roar with power. These are usually found in and around places of interest and importance, things which must not be damaged or destroyed.
Salusel speak Common and Celestial, but rarely do speak. They prefer to sing their calming songs, and sometimes they are used in choruses for they have beautiful voices. They stand 6 feet tall and weight 150 lbs, while their greater versions at 9 feet tall and 600 lbs.
A salusel is usually left alone, but not everyone respects a battle medic or their duty to heal the injured, especially when it lets the enemy keep fighting. A salusel typically tries to avoid direct conflict and focuses on restoring the wounded to fight for them, but barring that they take to the skies and proceed to strafe attack with their stun bolts en masse, rendering the target unable to fight and allowing them to be captured and allies to be healed in peace.
Salusel are treated as always being in possession of an endless amount of healer's kits. The +2 circumstance bonus has been added above.
Deflective Armor (Ex): A salusel is covered in shining celestial mithril armor, which gives it a +4 armor bonus (or +12 for the greater salusel). The armor deflects all rays, and has a 50% chance of deflecting a ray back at the caster using the caster's original attack roll. This same armor is also vulnerable to acid, giving the salusel its vulnerability.
Immunities (Ex): Salusel are immune to exhaustion, fatigue, fear, disease, mind-affecting effects, and poison.
Restoration Ray (Su): A salusel can project a ray of healing energy out at will, out to 60 ft. It heals 1d10+5 damage a round (or 2d10+10 for the greater salusel). This is a transmutation effect, and can repair living flesh and non-living flesh alike, though it usually has no reason to heal the undead.
Revival Ray (Su): A greater salusel is able to restore live to a recently deceased creature as if using raise dead. As long as the creature has not been dead for more than 24 hours, it can spend 10 minutes using its revival ray to restore it back to life. It can even bring back non-living things such as constructs and destroyed objects, even restoring the magic. However, this only functions once; a creature or object revived by a greater salusel cannot be restored again by the revival ray of that or any other logos, for the body is marked as having been revived and their lack of free will does not permit them to restore life a second time. The reasons behind this are not clear, but rumor has it those revived a second time through this method come back with... errors.
Rush Form (Ex): A salusel can transform itself into a more aerodynamic shape, taking on the appearance of a bird-like jet plane. Transforming is a full round action, and in this form its fly speed multiplies by 10, but its maneuverability drops to clumsy (it can still hover, however). It cannot make any attacks in this state, nor cast any spells or use spell-like abilities, so this form is only used as transport to distant lands. Its rush form leaves bright trails across the sky which linger for 1 minute after its passing.
Spell-Like Ability (Sp): At will-deathwatch, calm emotions (a successful save renders the creature immune for 24 hours), status; 3/day-charm monster, locate creature, remove fear; 1/day-break enchantment (greater only), lesser restoration, restoration (greater only).
Stun Bolt (Su): A salusel can project a bolt of force out to 60 ft as a ranged touch attack. The bolt deals 5d6 points of nonlethal force damage (or 10d6 for the greater salusel) and forces a Fortitude save against stunning for 1 round, DC 15 (normal) or DC 19 (greater). The saving throw is Wisdom based, save negates the stunning but not the damage.
If a stunned creature is hit by the stun bolt and fails the save, they instead fall prone. If a stunned and prone creature fails the save they are rendered unconscious for 10 minutes, though they can be roused as a full-round action which provokes. The salusel can choose to not deal nonlethal damage if it chooses, keeping the stun effect.
Stun Storm (Su): A greater salusel can force all creatures in an area to be struck by stun bolts. It makes one attack roll which applies to all targets it wishes to hit within 60 ft. Once it uses stun storm it cannot do so again for 1 minute.
|Alignment||Always Lawful Good +|
|Challenge Rating||5 + and 10 +|
|Environment||Lawful Good Planes +|
|Identifier||3.5e Monster +|
|Level Adjustment||— +|
|Size||Medium + and Large +|
|Subtype||Extraplanar +, Good +, Lawful + and Logos +|
|Summary||Celestial logos whose purpose is to heal the wounded and repair the damaged. +|