3e SRD:Celestial, Avoral
| This material is published under the OGL 1.0a. |
Avoral (Guardinal)
| Size/Type: | Medium Outsider (Good) |
|---|---|
| Hit Dice: | 7d8+7 (38 hp) |
| Initiative: | +7 (+3 Dex, +4 Improved Initiative) |
| Speed: | 40 ft., fly 90 ft. (good) |
| AC: | 21 (+3 Dex, +8 natural) |
| Attacks: | 2 claws +9 melee; or 2 wings +9 melee |
| Damage: | Claw 2d6+2; wing 2d8+2 |
| Face/Reach: | 5 ft. by 5 ft./5 ft. |
| Special Attacks: | Spell-like abilities, fear aura |
| Special Qualities: | Damage reduction 10/+1, SR 25, celestial qualities, lay on hands, animal telepathy, true seeing |
| Saves: | Fort +6, Ref +8, Will +8 |
| Abilities: | Str 15, Dex 17, Con 12, Int 15, Wis 16, Cha 16 |
| Skills: | Animal Empathy +10, Concentration +8, Hide +10, Knowledge (any two) or Craft (any two) +9, Listen +10, Move Silently +10, Sense Motive +10, Spellcraft +9, Spot +18 |
| Feats: | Improved Initiative, Flyby Attack |
| Climate/Terrain: | Any land and underground |
| Organization: | Solitary, pair, or squad (3-5) |
| Challenge Rating: | 9 |
| Treasure: | No coins; double goods; standard items |
| Alignment: | Always neutral good |
| Advancement: | 8-14 HD (Medium-size); 15-21 HD (Large) |
Celestials speak Celestial, Infernal, and Draconic.
Combat
Their visual acuity is unbelievable: They can see detail on objects up to 10 miles away and are said to be able to discern the color of a creature’s eyes at 200 paces.
Tongues (Su): All celestials 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 celestials are immune to electricity and petrification attacks. Devas, planetars, and solars are also immune to cold and acid.
Resistances (Ex): Guardinals and eladrins have cold and acid resistance 20. Devas, planetars, and solars have fire resistance 20.
All celestials receive a +4 racial bonus to Fortitude saves against poison.
Keen Vision (Ex): All celestials have low-light vision and 60-foot darkvision.
Spell-Like Abilities: At will: aid, blur (self only), command, detect magic, dimension door, dispel magic, gust of wind, hold person, light, magic circle against evil (self only), magic missile, and see invisibility; 1/day-lightning bolt. These abilities are as the spells cast by an 8th-level sorcerer (save DC 13 + spell level).
Fear Aura (Su): Once per day an avoral can create an aura of fear in a 20-foot radius. It is otherwise identical with fear as cast by an 8th-level sorcerer (save DC 17).
Celestial Qualities: Aura of menace (save DC 16), magic circle against evil, electricity and petrification immunity, teleport, tongues, +4 save against poison.
Lay on Hands (Su): This works just like the paladin’s ability, but the avoral can heal as much damage per day as its own undamaged hit point total.
Animal Telepathy (Su): An avoral can mentally communicate with animals as a free action. This works exactly like speak with animals as cast by an 8th-level druid but does not require sound.
True Seeing (Su): This is identical with true seeing as cast by a 14th-level cleric, except that it has personal range and the avoral must concentrate for 1 full round before it takes effect. Thereafter it remains in effect as long as the avoral concentrates on it.
Skills: An avoral’s sharp eyes give it a +8 racial bonus to Spot checks.
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