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The Vorpal Tribble
2009-12-01, 05:27 AM
Angels Among Us
http://i29.photobucket.com/albums/c273/AwakenedDreamer/RandomStuff/AngelsAmongstUs.jpg
Millions of spiritual creatures walk the earth unseen, both when we wake and when we sleep.

Despite war and cruelty, murder and selfishness, creation also abounds with goodness. The champions of the way of the light are the angels. They may be terrifying and beautiful or comforting and peaceful, but at the heart of what they do there is compassion and love. A bringer of joyous tidings or a warrior of heaven, which watches over you?

http://t2.gstatic.com/images?q=tbn:K5c-5UL7lFrC0M:http://www.mimco.com.au/images/product/SP775045_1.jpg

The contest begins with the posting of this thread and will continue until the 20th.

Soon after a poll will be opened for everyone to vote for their favorite that will last until the golden ball falls (EST).



Rules

1. You will be creating an original D&D creature. A creature from the angelic race (http://dndsrd.net/monstersA.html#angel), was once an angel, or directly connected with angels.

Examples
Angel, Parlay (http://www.giantitp.com/forums/showpost.php?p=4572172&postcount=3)
Angel, Waguli (http://www.giantitp.com/forums/showpost.php?p=4566508&postcount=1)
Angel, Welkin (http://www.giantitp.com/forums/showpost.php?p=4571052&postcount=2)

2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similar in addition is optional but encouraged. Incomplete entries will be disqualified upon the deadline.

3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV, except for a lore section which is encouraged).

4. Post all entries on this thread. Do not post conversation here. Any and All Comments and discussions will take place on a separate thread here (this is a link) (http://www.giantitp.com/forums/showthread.php?p=5578957#post5578957).

5. One entry per participant. No double-teaming.

6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Merely adding class levels or templates to an already published or posted creature does not count as a new monster.

7. No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.



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The Vorpal Tribble
2009-12-01, 05:36 AM
Vorpal Tribble's Guide To Making Monsters (http://www.giantitp.com/forums/showthread.php?t=43009)

As well, here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread (http://www.giantitp.com/forums/showthread.php?p=5578957#post5578957).

-=-=-=-

Name

<Size> <Type>
Hit Dice:
Initiative:
Speed: (# squares)
Armor Class: (), touch, flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description/background/characteristics

Combat

Ability descriptions

-=-=-=-=-=-=-

- Optional -

Lore

Plot Hook/Story if any

Schylerwalker
2009-12-01, 08:22 AM
Seraph of the Heavenly Host

"I have lived for thirty thousand years. I wield the Heavenly Flame. I have stood at the side of the True Creator and listened to his words, and yet you still stand in my way. What makes you think that this is a good idea?"

Large Outsider (Angel, Extraplanar, Good, Law)
Hit Dice: 10d8+60 (105 hp)
Initiative: +8
Speed: 40 ft. (8 squares), fly 120 ft. (good)
Armor Class: 30 (-1 size, +4 Dex, +11 natural, +6 divine), touch 13, flat-footed 26
Base Attack/Grapple: +10/+21
Attack: +1 Large holy greatsword +18 melee (3d6+11 plus 2d6 holy fire/19-20) or wing buffet +16 melee (2d8+7 plus 2d6 holy fire) or celestial fire +13 ranged touch (4d6)
Full Attack: +1 Large holy greatsword +18/+13 melee (3d6+11 plus 2d6 holy fire/19-20) and wing buffet +14 melee (2d8+3 plus 2d6 holy fire) or celestial fire +13/+13 ranged touch (4d6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Celestial fire, spell-like abilities
Special Qualities: Aeons of knowledge, agent of heaven's power, angel traits, armor of faith, damage reduction 10/chaotic and evil, protective aura, spell resistance 21
Saves: Fort +13, Ref +11, Will +12
Abilities: Str 25, Dex 18, Con 23, Int 15, Wis 20, Cha 22
Skills: Diplomacy +23, Intimidate +23, Knowledge (history) +20, Knowledge (nobility and royalty) +20, Knowledge (religion) +20, Knowledge (the planes) +20, Listen +22, Perform (sing) +19, Sense Motive +18, Spot +22
Feats: Improved Initiative, Multiattack, Power Attack, Weapon Focus (greatsword)
Environment: The Peaceable Kingdoms of Arcadia (Buxenus)
Organization: Solitary, pair, choir (3-6) or host (10-40)
Challenge Rating: 12
Treasure: Standard (plus +1 Large holy greatsword)
Alignment: Always lawful good
Advancement: 11-16 HD (Large)
Level Adjustment: +8

Before you stands a being that exemplifies purity, aura, and righteousness. A pair of downy wings like a heavy cloak frame a powerful figure, wearing pearly robes over a breastplate that seems to be forged from golden light. A halo rings its head, and brilliant white flames flicker over its entire body.

Servants of the One True Creator, Seraphim are being of pure good and law, like archons, but they do not serve the solars of the Mounting Heavens. They follow a different path, serving their mysterious god and obeying his whims. There can be no doubt that they are champions of the light and seek to extinguish all evil...but others who call themselves angels do not trust their methods.

"Kill them all; the Creator will know his own," is a common phrase used by the Seraphim. When charged by their master to destroy some demon or other scion of darkness, anybody even suspected of or associated with their target is in mortal danger. It would be a grave mistake to call Seraphim evil however; they brook no slight or insult, especially to the Creator, and will enact terrible vengeance on any who suggest they serve some fouler lord.

Those who have spoken with Seraphim find them to be surprisingly...human. They are generally quiet and compassionate, filling their time off of the battlefield with poetry, song, and study. As immortal beings with the capacity to freely travel between their home and any realm, they are incredible repositories of knowledge; the library of the High Heavens would cause any mortal scribe or wizard to salivate at the mere thought of its contents.

There are some Seraphim who are discontent with the way of things, but none of them would ever even conceive of betrayal. They live to serve, and any one of them would rather die than see the Creator, the High Heavens, or another of their kind, come to harm.

Combat

A Seraph’s natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Seraphim are terrible combatants. Armed with swords forged from the metal of fallen stars and tempered with the blood of martyrs, they fly into battle singing battlecries of terrible beauty. They are not afraid to burn all before them with celestial fire, though they will seek out creatures of wickedness and disorder before those of good heart. A Seraphim, despite being a personification of good and law, will not hesitate to strike down even a paladin if their way is barred.

Aeons of Knowledge (Su)
Most Seraphim have been alive for several dozen millenia; the oldest, several hundred. They have watched the comings and goings of mortal man and his neighbors sense time immemorial. Seraphim may use Knowledge skills untrained and add their Wisdom modifier (In addition to their Intelligence modifier) to all Knowledge checks.

Agent of Heaven's Power (Su)
A Seraph cannot be balked in his (Or her) task. Seraphim are treated as constantly being under the effects of the spells freedom of movement and protection from evil and chaos. They may freely pass through magical walls without any ill effect, and fail to see illusions of any sort.

Angel Traits
As angels, Seraphim have darkvision out to 60 ft. and low-light vision. They are immune to acid and petrification, and, unlike most angels, fire. They also possess resistance electricity 10 and cold 10. Seraphim receive a +4 racial bonus on saves against poison, and can speak with any creature that has a language, as per the tongues spell.

Armor of Faith (Su)
Serpahim add their Charisma modifier as a sacred bonus to their Armor Class. This usually manifests as a breastplate of golden light, though some simply go clad in plain robes or tunics.

Celestial Fire (Su)
Almost all the time, Seraphim are wreathed in heavenly flames. These flames do not harm the Seraphim or any of their equipment. This fire causes all of a Seraphim's natural attacks and the attacks they make with any weapon they wield to do an additional 2d6 damage. Half of this is fire damage; the rest is pure, holy energy and is not subject to energy resistance. Any creature striking a Seraphim with a non-reach melee weapon or with an unarmed attack takes this damage (No save).

In addition to these effects, instead of using its ordinary attacks, Seraphim may blast the celestial fire from their hands in the form of rays of golden flame. Half the damage they deal is fire, the rest is pure holy energy (This otherwise functions as the spell scorching ray.

Protective Aura (Su)
Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the Seraph. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (Caster level 10th). This aura can be dispelled, but the Seraph can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an Seraph’s statistics block.)

Spell-like Abilities (Sp)
At will - bless, consecrate, plane shift. 3/day - dictum,hallow, holy smite, holy word, order's wrath. 1/day - flame strike, word of recall. Caster level 10th, DC 16 + spell level.

[Haha! First blood! :smallamused: )

waterpenguin43
2009-12-01, 11:44 PM
Delphine
Medium Outsider(Angel, Extraplanar, Chaos, Good, Water)
Hit Dice: 8d8+16 (48hp)
Initiative:+11
Speed: Swim 120ft (24 squares), Fly 40 ft (8 squares, perfect)
Armor Class: 26 (+7 dex, +9 deflection)
Base Attack/Grapple: +8/ +9
Attack: Ram +9 (2d4+1)
Full attack: Bite +9 (1d4+1) and Ram +9 (2d4+2)
Space/Reach: 5ft/5ft
Special attacks: Spell-like abilities, Prismatic ward.
Special qualities: Aura of Enlightenment, Darkvision 60ft, Low-light vision, DR 5/Cold iron and bludgeoning, Immune to cold and acid, Resist Fire and Electricity 10, Outsider traits, Telepathy 100 ft.
Saves: Fort: +8 Ref: +13 Will: +15
Abilities: STR 12 CON 14 DEX 24 INT 15 WIS 29 CHA 29
Skills: Knowledge(nature) +13, Knowledge(arcana) +13, Knowledge(the planes) +13, Spellcraft +13, Spot +18, Search +13, Diplomacy +26, Sense motive +20, Swim +20, Gather information +20.
Feats: Skill focus (Diplomacy), Iron Will, Negotiator.
Environment: The Elemental Plane of Water and Aquallor, the second layer of Arborea.
Organization: Solitary, Pair or Group (3-12)
Challenge Rating: 10
Treasure: Rainbow Gem
Alignment: Always Chaotic Good
Advancement: 9-14 HD(medium)
Level Adjustment: -
A beautiful dolphin-like creature springs from the glimmering water. It gives off a pleasent feeling of peace as you see a multicolored gem above it's eyes, it nudges you, and a telepathic voice says to you: See the beauty in life.
Delphines are beings of Joy, peace and harmony seeking to convert the evil to see the joy they could bring. They are in the form of a human sized dolphin. Delphines communicate telepathically. They usually weigh around 120 lbs and are around 6 ft long. They mostly resemble porpoises with unearthly beauty, sharp teeth and a rainbow gem on it's forehead.
Combat:
A Delphine fights only if it must, much preferring to convert the evil rather than destroying them.
Aura of Enlightenment (Su): Any creature within 100 ft of a Delphine must make a Will Save (DC 23) or be converted one step higher in the alignment scale. For instance, a Lawful Evil person would become Lawful Neutral, and a Lawful Neutral person would become Lawful Good. If this would cause them to lose any class abilities due to alignment, then they do so. The Delphine is also always under the effect of Sanctuary (DC 18). If you make your save once, you do not need to again for 24 hours.
Protective aura (Su): See angel traits.
Prismatic ward (Su): Any creature that willingly attacks a Delphine is affected as though by Prismatic Spray (DC 26).
Rainbow gem: This gem grants a +2 CL bonus on any Water, Chaos, Good or Prismatic spell.
Spell-like abilities:At will: Fog Cloud, Charm Person, Frost Breath**, Cold fire* 3/per day: Cure Critical wounds, Greater Owl's Wisdom, Cure critical wounds. 1/day: Mass Owl's Wisdom. CL 10th

Lore
DC Knowledge(the planes) check.
25: This is a Delphine, a creature that promotes enlightenment to the evil.
29: If you are cruel enough to try and attack one, it has a protective aura to shield itself. If you actually manage to hit it, it responds in a way similar to Prismatic Spray.
34: These creatures know much about hidden lands and lost treasure. A benevolent soul gains access to this knowledge. Also, their aura can convert the evil towards good, piece by piece.

--------
Plot hook:
-The party is seeking to defeat an evil wizard, however, a Delphine wishes to convert it. The Delphine may succeed, and the party may assist it. But it's chances of success seem small...
-A Delphine tells of an ancient island of devils that a solar was once defeated upon. If the party were to get through the island safely, they would gain several powerful relics that the solar once used.

Fortuna
2009-12-02, 04:00 AM
Perfected One


http://img109.imageshack.us/img109/9830/glowingmeditation.jpg
Medium Outsider(Angel, Native, Law, Good)
Hit Dice:14d8+84 (147 hp)
Initiative: +11
Speed: Fly 130 feet (26 squares, perfect)
Armor Class: 31 (+7 Dexterity, +7 natural armor, +7 deflection), touch 24, flat-footed 24
Base Attack/Grapple: +14/+21
Attack: Touch +28 melee (7d8)
Full Attack: 2 touches +28 melee (7d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Perfected touch; perfecting aura
Special Qualities: Perfected capabilities; perfect synergy; darkvision 60'; low-light vision; immunity to acid, cold and petrification; electricity and fire resistance 10; +4 racial bonus on saves vs. poisons; protective aura; tongues; perfected attacks
Saves: Fort +16, Ref +16, Will +16
Abilities: Str 25, Dex 25, Con 25, Int 25, Wis 25, Cha 25
Skills: Appraise +24, Balance +24, Climb +24, Decipher Script +24, Diplomacy +24, Disable Device +24, Gather Information +24, Heal +24, Intimidate +24, Listen +24, Search +24, Sense Motive +24, Spot +24, Tumble +24, Use Magic Device +24
Feats: Ability focus (perfecting aura), Flyby Attack, Combat Expertise, Improved Initiative, Blind-Fight, Quick
Environment: Any
Organization: Solitary
Challenge Rating: 18
Treasure: None
Alignment: Always Lawful Good
Advancement: By character class
Level Adjustment:-

I am perfect. Most mortals strive for perfection; I have achieved it. Unfortunately, perfection is only maintained by the perfection of the environment, and much of the environment does not enjoy perfection. You may leave, or you may be perfected.

Perfected ones appear as ordinary beings of any description, but with an unusually calm "feel" to them. They are given away by the fact that wherever they go, colours seem brighter, sounds louder, and the world a slightly better place.

Combat

Perfected Touch (Ex)
A perfected one may choose to have their touch attack deal any type of damage that they choose. This attack may also be treated however the perfected one chooses for the purposes of overcoming damage reduction. Any creature damaged by this ability becomes vulnerable to Perfecting Aura.

Perfecting Aura (Ex)
All creatures within 60 feet of a perfected one which have been affected by their Perfected Touch may, at the perfected one's choice, be forced to make a DC 26 Will save each round or have all of their ability scores drained for 1d4 points. If any ability score other than Wisdom would be reduced to zero in this manner, the creature instead takes Wisdom drain equal to the damage which would otherwise be taken. If a creature's Wisdom score is reduced to zero in this manner, then they must make another Will save or go into a coma for 24 hours, emerging as a perfected one. If they succeed, then all of their ability scores revert to their previous levels and they become immune to that particular perfected one's Perfecting Aura for 24 hours. The save DC is Charisma based.

Perfected Capabilities (Ex)
A perfected one is able to use all skills untrained.

Perfect Synergy (Ex)
A perfected one always uses their highest ability score for any ability score based numerical effect. This includes the save DC of their Perfecting Aura.

Protective Aura (Su)
Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). A perfected one's aura may be dispelled, although they may restore it as a free or immediate action.

Tongues (Su)
A perfected one can speak with any creature that has a language, as though affected by a tongues spell.

Perfected Attacks (Ex)
A perfected one gains a +7 racial bonus to all atacks made by it.

-=-=-=-=-=-=-

Lore

Perfected ones are rare, and for a reason. A perfected one is only created when an otherwise ordinary mortal finds perfection, leaving behind all thoughts of themselves and their needs and finding the joy of unbounded ability. Perfected ones wander from place to place, choosing where to go on a whim, but their whim is always tuned towards what would best serve the causes of Law and Good. No perfected one worships a single god, instead recognizing the fact that all of the gods are facets of the true perfection, which is unattainable until the universe is perfect. If a perfected one has a flaw, it is the flaw of always wishing to better oneself and others.

{table=head]Knowledge (Planes) check|Information

24|This is a perfected one, a mortal who has ascended to a higher way of being.

29|Perfected ones are rare due to the difficulty of shrugging off one's original nature. This gives knowledge of the Perfected Touch and Perfected Capabilities abilities.

34|Perfected ones pity those who have not achieved perfection, and often try to aid them in their ascensions. This gives knowledge of the Perfecting Aura ability, as well as Outsider and Native Outsider traits.

39|Perfected ones are not servants of the gods, but rather servants of perfection. Sometimes, however, this goes too far. This reveals all abilities, including traits of subtypes.[/table]

Plot Hook

A small village has been found completely empty save for a single old man, who sits in the center of the village meditating. All who have approached have been seen to curl up and slowly vanish, although their companions swear blind that they have seen them in the distance occasionally, with a strange peaceful set to their features.

The Gilded Duke
2009-12-02, 12:02 PM
Nephilim

"My Spirit shall not strive with man forever, for he is indeed flesh"


http://dl.dropbox.com/u/407620/david-and-goliath-2.jpg


Nephilim, 1st Level Warrior
Medium Outsider (Native)
Hit Dice:1d8+2 (6 hp)
Initiative:+ 0
Speed: 30 Feet (6 squares)
Armor Class: 14 (+4 Chain Shirt), touch 10, flat-footed 14
Base Attack/Grapple:+1/+6
Attack: Large Greatsword +3 (3d6+1 19-20x2) or Longbow +1 (2d6x3)
Full Attack: Large Greatsword +3 (3d6+1 19-20x2) or Longbow +1 (2d6x3)
Space/Reach:5 ft/5 ft
Special Attacks: Smite Outsider
Special Qualities: Powerful Build, Darkvision 60 feet
Saves: Fort +4, Ref +0, Will -2
Abilities: Str 13 , Dex 11, Con 14, Int 10, Wis 7, Cha 8
Skills: +7 Intimidate, +5 Jump
Feats: Weapon Focus (Greatsword)
Environment: Any Prime
Organization: Alone or Team (2-4)
Challenge Rating: 1
Treasure:Standard Coins, Standard Goods, Double Items
Alignment: Often Chaotic
Advancement: By Character Class
Level Adjustment: +1

Description
This man stands a few stones too tall, is disturbingly confident, and wields a sword more fit for a giant then that which a mortal man would wield.

Combat
Nephilim are often reckless in combat, trusting in their superior resilience and larger weaponry to see them through. Many Nephilim have a preference for targeting outsiders using their smite ability to end the battle quickly. If they have time to prepare Nephillim will try and recruit or intimidate others into helping their cause.

In addition to the Greatsword, Nephilim will use a great variety of large sized weapons, taking advantage of their powerful build.

Ability Descriptions:


Smite Outsider(Su):

Once per day a Nephilim can attempt to smite an outsider with a normal melee attack. He adds his Constitution bonus (if any) to the attack roll and deals one extra point of damage per character level. If the Nephilim smites a creature that is not an outsider this ability has no affect, but is still used up for that day.

If a Nephilim gains smite from another class, they can choose to give up their smite outsider ability for the day to gain an additional use of their class smite ability. Alternately they can give up their daily uses of a smite class feature to gain additional uses of Smite Outsider.

Powerful Build(Ex):
The physical stature of the Nephilim lets him function in many ways as if he were one size category larger. Whenever a Nephilim is subject to a size modifier or special size modifier for an opposed
check (such as during grapple checks, bull rush attempts and trip attempts)
the Nephilim is treated as one size larger if doing so is advantageous to him.

A Nephilim is also considered to be one size larger when determining
wether a creature's special attacks based on size (such as improved grab
or swallow whole) can affect him. A Nephilim can use weapons designed
for a creature one size larger without penalty. However his space and
reach remain those of a creature of his actual size. The benefits of this
racial trait stack with the effects of powers, abilities, and spells that
change change the subject's size category.

Skills:
Nephilim gain a +4 racial bonus to intimidate checks.




Nephilim as Characters:

+2 Constitution, -2 Wisdom
Medium Size, Land Speed 30 Feet
Outsider(Native): Nephilim are not subject to spells or effects that affect humanoids only such as charm person, or dominate person.
+4 Racial bonus on intimidate checks
Darkvision out to 60 feet
Automatic Language: Common, Celestial Bonus Languages: Infernal, Abyssal, Auran
Favored Class: Barbarian

Smite Outsider(Su):

Once per day a Nephilim can attempt to smite an outsider with a normal melee attack. He adds his Constitution bonus (if any) to the attack roll and deals one extra point of damage per character level. If the Nephilim smites a creature that is not an outsider this ability has no affect, but is still used up for that day.

If a Nephilim gains smite from another class, they can choose to give up their smite outsider ability for the day to gain an additional use of their class smite ability. Alternately they can give up their daily uses of a smite class feature to gain additional uses of Smite Outsider.

Forbidden Knowledge(Ex):
A Nephilim gains a +1 bonus on all attack rolls against any Good or Lawful aligned outsider. They also gain a +4 Dodge bonus against the attacks of Good or Lawful outsiders. Any time a creature loses its dexterity bonus (if any), it also loses any dodge bonuses.

Powerful Build(Ex):
The physical stature of the Nephilim lets him function in many ways as if he were one size category larger. Whenever a Nephilim is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts and trip attempts) the Nephilim is treated as one size larger if doing so is advantageous to him.

A Nephilim is also considered to be one size larger when determining
wether a creature's special attacks based on size (such as improved grab
or swallow whole) can affect him. A Nephilim can use weapons designed
for a creature one size larger without penalty. However his space and
reach remain those of a creature of his actual size. The benefits of this
racial trait stack with the effects of powers, abilities, and spells that
change change the subject's size category.


Vital Statistics:

Adulthood: 15 Years.
+1d4 Barbarian, Rogue, Ranger
+1d6 Sorcerer, Fighter, Paladin, Bard
+2d6 Cleric, Monk, Druid, Wizard

Middle Age: 50
Old: 70
Venerable: 110
No Maximum Age

Nephilim, Male: 6 ft 4 Base, + 2d12 height, 220 Base Weight Mod x2d6
Nephilim, Female: 6 ft 1 Base, +2d12 height, 180 Base Weight Mod x2d6




-=-=-=-=-=-=-

Lore:
Nephilim are the unwanted and forbidden children of Angels and lesser beings. They are often caused by an Angel mating with a mortal for selfish reasons or for personal desires. The creation of such creatures is forbidden.

Instead of a creature of angelic beauty, Nephilim are inherently creatures of violation, blasphemous acts, and angelic terror. They are not meant to be. The creation of such an abomination often causes the Angel involved to fall, while others are created by Angels already fallen.

The eternal and once holy spirit of the Nephilim is in constant discord with its earthly mortal body. They are prone to madness, discord, and violence, especially against those who created them.

The combination of Angelic power and mortal freedom of will makes them unnatural, and capable of feats neither parent were capable of. Perhaps as a form of punishment, all Nephilim possess unnatural prowess at destroying their wayward creators.

While the creation of a Nephilim is in itself blasphemous, they are not necessarily evil. Due to their mortal heritage Nephilim possess free will and drive. They are able to make their own choices, and follow their own path whether sinner or saint, or something else all together.

Plot Hook:
The horde approaches the city gates, intent on plundering the city and looting the temples. Their champion and general, the spawn of fallen angels towers above the rest of his forces.

He approaches the gate, blasphemes the gods, and claims that unless someone can best him in personal combat, the city will burn and the fields will be fed blood and salt.

Who will accept the giant's challenge?

Anonymouswizard
2009-12-02, 02:37 PM
Helon of the heaven's lore
Medium outsider (angel, good, law)
Hit dice: 8d8 (36hp)
Initiative: +5 (+4 improved initiative, +1 dex)
Speed: 30ft (6 squares), fly 40ft (good)
Armour class: 16 (+1 dex, +5 +1 chain shirt), touch 11, flat footed 15
Base attack/grapple: +8/+8
Attack: +1 holy longsword +10/+5 melee (1d8+1/19-20/x2 plus 2d6 against evil)
Full attack: +1 holy longsword +10/+5 melee (1d8+1/19-20/x2 plus 2d6 against evil)
Space/reach: 5ft/5ft
Special attacks: spells, spell like abilities, inaudible secret, deadly secrets
Special qualities: DR 5/evil, angel traits, tainted
Saves: fort +4, ref +5, will +5
Abilities: str 10, dex 13, con 11, int 12, wis 16, cha 9
Skills: Concentration +11, knowledge (any 3) +12, diplomacy +10, listen +14, sense motive +11, spot +14.
Feats: weapon focus (longsword), weapon finesse, quick draw.
Environment: any good aligned plane
Organization: solitary, pair, squad (5-10), or college (15-30)
Challenge rating: 6
Treasure: no coins, standard goods, double items
Alignment: Always lawful good
Advancement: 7-15(medium), 16-20 (large)
Level adjustment: +5
Before you stands a tall figure in white robes. Over his robes is a gleaming shirt of chain mail, and in his right hand he holds a sword of pure silver. Halt vile wizards, for I have learnt how to defeat your beasts. Surrender, or suffer the foul pits of Baator. He man laughs, raises his hand, and banishes the last imp back to it’s home.
A Helon is something of a scholar among angels. Rarely willing to rush headlong into battle, a Helon will always steel himself, carefully judging his opponents weaknesses. When he strikes he makes sure to neutralise the greatest threat, and it is to the surprise of many a dark priest when angels start to use magic like theirs.
Although most appear as benevolent and kind as other angels, their access to the darkest lore that celestial beings collect means that most walk a fine line between light and darkness. Able to call upon fragments of dark magic, Helons are the most common angels to fall from grace. A Helon who falls may choose to become a succubus like fiend, although they retain all of their abilities they are no less corrupt than the foulest demon.
Combat
Helons will rather surrender than face an attack they are completely unaware of. However, when prepared or against an opponent of unmatched evil a Helon will pull out all stops to kill their opponents. Helons can be summoned using a summon monster 3 spell.
Spells: Helons cast spells as an 8th level cleric (6/5+1/4+1/4+1/2+1). A common spell list is: 0-detect magic, guidance x2, light x2, create water; 1-divine favour, doom x2, obscuring mist, protection from evil; 2-bull's strength, hold person, silence, summon monster 2; 3-blindness/deafness, daylight, dispel magic, searing light; 4-dismissal; spell immunity. Common domains are good and knowledge.
Spell-like abilities: at will: detect evil. 3/day: bane, bless, shield of faith; 2/day: spiritual weapon; 1/day: prayer; 2/week: dispel evil. These abilities are as the spells cast by a 8th level cleric.
Inaudible secret: once per round a Helon can speak a secret so terrible that mortal creatures cannot bare to hear it. This attack deals 3d6 sonic damage to each and every non-outsider withing 60ft of the Helon that can hear it. creatures are allowed to attempt a will save with a DC of 10 + ½ the Helon’s racial Hit Dice + the Helons wisdom modifier (16). to ignore the damage. A creature that makes it's save cannot be affected by the same Helon's inaudible secret ability for 24 hours.
Deadly secrets: Due to their intense studies Helon's have learnt to use some of the darker magicks in the libraries of celestial lore. A Helon has 1 deadly secret per HD. Deadly secrets are spell like abilities that feed of a Helons darkness score.
Tainted: even the most ignorant Helon knows that they walk the finest of lines of all angels, just one action could make them fall. To represent this all Helons have a darkness score. Whenever they use their slay living ability or perform an evil act they gain one or more darkness points. If a Helon's darkness score ever exceeds 10+their wisdom score then they immediately fall, their alignment changes to neutral and they lose all angel traits. A Helon who is truely repentent may go on a special quest assigned to them by a higher angel. If they succeed then their darkness score immediately resets to 0.
Angel traits: as angels Helons have the following traits:

Darkvision out to 60 feet and low-light vision.
Immunity to acid, cold, and petrification.
Resistance to electricity 10 and fire 10.
+4 racial bonus on saves against poison.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). (The defensive benefits from the circle are not included in an angel’s statistics block.)
Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active
.

Arcane Helons: arcane Helons cast spells as a wizard.
Helon characters
Helons favoured class is cleric, although many become fighters or paladins instead. Arcane Helons instead have a favoured class of wizard.

Deadly Secrets
The following secrets are available for Helons to choose as they gain HD. Each secret adds an amount of darkness to the Helons score, moving them further towards falling. A secret is a spell like ability usable at will.
Ashes to ashes: the Helon can use destruction as the spell by gaining 13 points of darkness.
Death: the Helon can use power word: kill as the spell by gaining 17 points of darkness.
Ellipsis of the deceased: the helon can use circle of death as the spell by gaining 11 points of darkness.
Eye eater: the Helon can use power word: blind as the spell by gaining 13 points of darkness.
Hand of the dammed: the Helon gains the ability to use enervation as the spell. Unlike other secrets the Helon can apply metamagic effects to the ability. Using this secret makes the Helon gain a number of darkness points equal to 2xthe spell level-1.
Invocation of unlife: the Helon can use animate dead as the spell. Each time they use this ability they gain 7 points of darkness.
Pillar of fire: the Helon can use flame strike as the spell by gaining 9 points of darkness.
Stand still: the Helon can use time stop as the spell by gaining 17 points of darkness.
Touch of death: the Helon can use slay living as a spell-like ability. However, each time they use this ability they gain 13 points of darkness.
Transfix: the Helon can use power word: stun as the spell by gaining 15 points of darkness.
Unforgivable blight: use horrid wilting as the spell by gaining 15 points of darkness.

Sorry if this already exists, I don't have many books (core, CArc, CS and Dragon Magic).

Mulletmanalive
2009-12-03, 09:13 AM
Still Clear Voices:

Though the name and themes are taken from a real world religion [it was designed for Mecha Victoriana] the inspiration for these creatures is mostly drawn from the film City of Angels.

Guardians are all around us, though only those in need of them would ever know. In many ways, the same could be said for demons and Fae. Guardians are messagers from God, acting to mediate human woes rather than force any given action on people; in their presence, sacrifice feels worth it and violence does not.

Guardians appear as humanoid beings of varying features. They are universally handsom with cool eyes and gentle, if impassive experssions. They are naturally invisible and unnoticeable, though on the rare occassions they choose to make themselves visible, they appear swathed in grey robes, that remind people variously of goose down and the cool before sunrise. In general, a Guardian does not reveal itself without command of its lord and though they cannot choose their own appearance, a Guardian whose appearance the recipient will respond to is always the one that takes action.

Guardians wander society, guided by powerful instincts, to those places where conflict may occur and there they take hold of the individuals most able to make a difference in the situation, calming their emotions and giving them precious, unclouded moments to think.

This material used Book of Exalted Deeds as a baseline.

Guardian
Medium Outsider (Angel, Native)
Hit Dice: 3d8+15 (28 hp)
Speed: 30 ft. (6 squares)
Initiative: +5
Armor Class: 25 (+5 Dexterity, +6 Deflection (aura), +2 Exalted, +2 Natural), Touch 21, Flat-footed 20
BAB/Grapple: +3/+8
Attack: Touch +8 melee (calm emotions, DC 22) or Slam +8 melee (1d8+5 Subdual plus Fort DC 20 or be knocked prone)
Full Attack: Touch +8 melee (calm emotions, DC 22) or 2 Slams +8 melee (1d8+5 Subdual plus Fort DC 20 or be knocked prone)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Aura of Peace; Aura of Respite; Darkvision 60 ft.; Glimpse; Immune Acid, Electricity, Petrification; Resist Fire 10, Cold 10; Shatter Weapons; Tongues
Saves: Fort +8 Ref +8 Will +9
Abilities: Str 20 (+5), Dex 21 (+5), Con 20 (+5), Int 16 (+3), Wis 23 (+6), Cha 19 (+4)
Skills: Appraise +9, Diplomacy +11, Knowledge [Arcana] +9, Knowledge [Local] +9, Knowledge [Religion] +9, Knowledge [The Planes] +9, Listen +11, Profession [Negotiator] +11, Search +11, Sense Motive +11, Spot +11
Feats: Sacred Vow, Vow of Non-Violence, Vow of Peace (B)
Environment: Urban
Organization: Solitary, Choir (2-6), Virtue (7-15)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral Good
Advancement: 4-12 HD [Medium]
Level Adjustment: +8

Combat

Aura of Peace [Su]: In addition to his other two auras, a Guardian radiates an aura of peace thanks to his Vow of Peace. All creatures within 20feet of the Guardian must make a DC 19 Will save or be affected as if by the calm emotions spell [cannot take any aggressive action; spell broken if attacked]. This is a Charm effect; the save is Charisma based.

Aura of Respite [Su]: As an extension of their native Angel aura (+4 Deflection and Saves to all within 20 ft.), all bleeding and poison effects are suspended for those within 20 feet of the Guardian. This means that people cannot die as a result of old injuries in the Guardian's company.

Glimpse [Sp]: A Guardian can teleport as a Move action to any location he can see, once per round. This has no range limit, but he must be able to see the location personally without the aid of magic. For example, one cannot use scry to teleport to a new location.

Intangible [Ex]: Guardians are not noticed; while not truly invisible, everyone and everything in their presence discounts their existence. Unless they choose to omit people from this effect, they are continually shrouded in an inpenetrable Glamer (there is no save against this) protecting them from notice. It is not that they are incorporeal so much as people always subconsciously skirt their location.

If the Guardian does anything to noticably change their environment, or attacks another creature, they become noticeable for a brief period before and after, negating any advantage they may have gained from Invisibility. At the beginning of their next turn, the Guardian returns to being Intangible and those viewing them must make a DC 23 Will save or lose all memory of their presence. The save DC is Wisdom based.

Shatter Weapons [Su]: Manufactured weapons that make contact with a Guardian must make a DC 20 Fortitude save or be destroyed. As usual, a magic weapon uses either the wielder's save bonus or its own save bonus, whichever is better. This save is Constitution based.

Touch of Calm [Su]: By mere physical contact, the Guardian spreads his inner calm into the target, quelling much of their rage and fear. Anyone in contact with a Guardian is subject to a calm emotions spell as if cast by a 10th level cleric. A DC 22 Will save negates; the save is Wisdom based.

Lore:
Knowledge [Religion] (As usual for my critters, extended down to include folklore)
{table=head]DC | Information
3| Angels are God's messagers.
8| People say that when a moment of calm descends, an angel is watching over them
13| Guardians are a common type of angel. Their task is to watch over the affaris of the living
18| By their mere presence, guardians calm violent emotions
23| On the rare occasions that they show themselves, Guardians move simply to knock their opponents out or to distract them
28| Guardians are absent for a brief period of each day, congregating on the most easterly point of the landmass. They stand here during the first dawn in order to hear the Music of Creation.[/table]

Hook: A Guardian has taken a close interest in a single female; she is not as pure of heart as the Guardian assumes, however, and has begun to take advantage of the fact that no-one will attack her. She must be stopped before things get out of hand...

Admiral Squish
2009-12-03, 03:09 PM
Angelic Preener

"What, you think they look that good on their own? Please."
-Celeste, Angelic Preener

Medium Outsider (angel)
Hit Dice: 8d8+8 (44 HP)
Initiative: +5
Speed: 30 ft. (6 squares) Fly 60 ft. (12 squares, perfect)
Armor Class: 25 (+5 dex, +5 deflection, +2 shield, +3 sacred), 20 touch, 20 flat-footed
Base Attack/Grapple: +8/+13
Attack: +15 +2 keen scissors (1d4+3/17-20) or +16 +3 comb (1d4+4) or +18 hair lash (1d4+1)
Full Attack:+2 keen scissors +13/+8 melee (1d4+3/17-20) and +3 comb +15/+9 melee (1d4+4) and two hair lashes +8 melee (1d4+1).
Space/Reach: 5ft/5ft
Special Attacks: Divine Makeover, Curl up and Dye, SLAs
Special Qualities: Darkvision 60, low-light vision, Immunity to Acid, Cold, and Petrification, Resistance electricity 10, Resistance fire 10, perfect Coif, Protective Aura, Tongues
Saves: Fort +7, Ref +13, Will +9
Abilities: Str 14, Dex 20, Con 12, Int 14, Wis 16, Cha 20
Skills: Bluff +16, Diplomacy +16, disguise +31, Gather information +16, Heal +14, Knowledge (Nobility and royalty) +13, Knowledge (Local) +13, Listen +14, Profession +14, Spot +14
Feats: Improved Grapple(B), TWF, TWD, imp. TWF
Environment: Urban, the upper planes
Organization: Solitary or Salon (2-5)
Challenge Rating: __
Treasure: Standard plus +2 scissors and +3 comb
Alignment: Always Neutral Good
Advancement: -
Level Adjustment: -

The creature standing before you is a beautiful young humanoid with long, silky golden hair in an elaborate style, every strand perfectly placed. It holds a pair of gleaming scissors in one hand and a fine-toothed comb in the other.

Angelic preeners perform an important duty to all of heaven's host. They are the hair, makeup, and costume designers of the upper planes. Holy warriors must look their best, after all, appearance alone can end a battle before it begins. Even when it comes to combat, the self-confidence and clear mind that comes with such a makeover makes them even more formidable combatants.

Combat

An angelic preener rarely fights, prefering to practice his chosen craft in peace, but when one is provoked, usually through ruining their work, they are unpredictable and furious.

Divine Makeover: (SU) An angelic preener's main ability, a preener can perform a makeover for any living, corporeal creature that is willing. The process takes one hour, and the subject gains a sacred bonus to AC, attack rolls, charisma-based checks and saving throws equal to the preener's charisma modifier.

While a preener can perform this makeover on any creature, their talent truly shines when applied to creatures with the angel subtype. In addition the above affect, when this ability is used on an angel, the target gains a sacred bonus to their fly speed equal to 5 ft. times the preener's charisma modifier, as well as a morale bonus to all saving throws equal to the preener's charisma modifier.

Perfect Coif: (SU) A preener gains a deflection bonus to AC equal to their charisma modifier, and any weapon or natural attack posessed by the preener is considered to have the holy property.

Curl up and Dye: (SU) A preener can use their supernatural talent with hair offensively. As a standard action, a preener can animate the hair of any humanoid, monstrous humanoid, or giant within thirty feet. The hair can make a single lash attack with a attack bonus equal to the preener's charisma modifier plus the target's charisma modifier that deals (1d4+preener's charisma modifier) damage and has the improved grapple ability, with a grapple bonus equal to it's attack bonus. The preener can order the hair as a free action.

Usually, the preener will have the hair grapple either the target themselves or a nearby object to keep them still while the preener advances on them. A target can break their hair's grapple on themselves or another with a successful grapple check. Doing so causes 1d4 nonlethal damage as they pull out some of their hair.

Spell-like Abilities: CL 8. At will: Disguise Self, Polymorph (humanoid only). 1/day: Consecrate, Eagle's Splendor

Bhu
2009-12-05, 03:07 AM
Yeah we all pretty much saw this one coming from me. :smallbiggrin:

work in progress as usual

http://i212.photobucket.com/albums/cc70/bhutastan/monsters/angel.jpg

warning pic is a lil creepy

The Angel of Death
Medium Outsider (Angel, Extraplanar)
Hit Dice: 40d8+400 (720 hp)
Initiative: +18
Speed: 50 ft (10 squares), Fly 250 ft. (Perfect).
Armor Class: 50 (+10 Dex, +20 Natural, +10 Deflection), touch 30, flat-footed 40
Base Attack/Grapple: +40/+50
Attack: Sword of Death +50 (see below)
Full Attack: Sword of Death +50/+45/+40/+35 (see below)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities, Smite, Form of Terror, Sword of Death, Final Death, Death Throes
Special Qualities: DR 25/-, Dark Vision 120’, Low Light Vision, Immunities, Protective Aura, Regeneration 20, Energy Resistance 30 (Electricity, Fire, and Sonic), SR 40, Tongues, Temporary Invulnerability, Sense Mark
Saves: Fort +42, Ref +42, Will +42
Abilities: Str 30, Dex 30, Con 30, Int 30, Wis 30, Cha 30
Skills: Bluff +25, Concentration +25, Craft or Knowledge (any 10) +25, Diplomacy +25, Escape Artist +25, Gather Information +25, Hide +25, Intimidate +25, Jump +25, Listen +25, Move Silently +25, Ride +19, Search +25, Sense Motive +25, Spellcraft +25, Spot +25, Survival +25, Use Magic Device +25, Use Rope +25
Feats: Ability Focus (Mordenkainen's Disjunction, Wail of the Banshee, Wish), Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Combat Reflexes*, Improved Initiative, Improved Sunder, Mobility, Power Attack, Superior Initiative*, Track
* Feats can be found in Epic Level Handbook
Environment: Any
Organization: Unique
Challenge Rating: 30
Treasure: None
Alignment: Neutral
Advancement: 41+ HD (Medium)
Level Adjustment: -----

”And I looked, and behold a pale horse:
and his name that sat on him was Death,
and Hell followed with him. “

There are some crimes that cannot be forgiven or forgotten. Some that are so bad that the Gods themselves become involved. Or more specifically, a very special servitor of theirs. An Angel is chosen from among the most powerful and trustworthy of Angels, and he or she becomes the Angel of Death. Only an Overdeity can give this promotion to an Angel, and usually only does so if the majority of the Gods agree that the case warrants such a horrifying retribution. Once promoted there is no turning back, and only the most dedicated of Angels willingly becomes the assassin of the Gods, forever giving up their true nature to punish the worst of the universes monsters. They serve until the stress of the destruction they have wrought becomes to much to live with, and they ask the Gods for the peace of oblivion.

The Angel of Death has all goodness and mercy erased from it’s being, becoming a cold emotionless being. This is necessary to perform its job. You can’t be called upon to destroy entire cities by bathing them in fire, and do so if you believe it to be wrong. Its appearance varies from individual to individual, as all who look upon it see it as something inspired by their worst fears. While the Angel is not Evil, it is most definitely no longer a Good being either. Once it has been sent to punish a target, nothing will dissuade it unless the Overdeity itself asks it to step down.


Spell-Like Abilities (Sp): At will-Gate, Mordenkainen’s Disjunction (DC 31), Wail of the Banshee (DC 31), Wish (DC 31).

Smite (Su): Once per year the Angel of Death may smite an entire city by having it rain fire on it for 24 hours. The range of this ability is 1 mile, and the Area of Effect is the city limits, plus an additional 10 feet. In the case of city states this can obviously be quite large. Anything within this area of effect takes 120 points of untyped damage per round. This damage can only be healed normally day by day, and not by magic (assuming anything survives). The Angel of Death requires the permission of the Overdeity to use this ability, and may only use it to Smite the target it has been sent to destroy.

Form of Terror (Ex): The Angel of Death appears as a composite of the worst fears of any being viewing it. Any being within 240’ of the Angel of Death that sees it must make a DC 40 Willpower Save or be Panicked for 1d6 minutes. Beings that have less HD than the Angel of Death that are normally immune to Fear effects are not immune to this ability. If the Save is successful, the victims are instead Shaken for the duration of the encounter.

Sword of Death (Su): The Angel of Death’s Sword cannot be Sundered or Disarmed. If it is somehow removed from the Angels grasp it reappears there on the beginning of it’s next turn. Any being struck by the sword must make a DC 40 Willpower Save, with the effect varying depending on what the Angel strikes. If the opponent is one the Angel has been sent to destroy (or if it is a native of a city/nation the Angel has been sent to punish) it dies if it fails the Save, or takes 3d6+15 damage if it succeeds. If the opponent is not it’s target, it takes 9d6+45 damage if the Save fails, or 3d6+15 if it succeeds. If the Angel makes a successful critical hit with the sword, it’s opponent must Save or die regardless if it is the Angels target.

Final Death (Ex): Any being destroyed by the Angel of Death cannot be Raised or Resurrected nor can it return as Undead. Only the Overdeity can bring back someone slain by the Angel of Death. Any being with less Hit Dice than the Angel of Death that is normally immune to Death Effects is not immune to Death Effects used by the Angel.

Death Throes (Ex): If the Angel of Death is somehow slain, all beings within 1 mile must make a DC 40 Willpower Save or die instantly. If the Save is successful they take 10d6 damage instead.

Immunities: The Angel of Death is immune to Mind Affecting Effects, Poison, Sleep Effects, Paralysis, Stunning, Dazing, Disease, Death Effects, Critical Hits, Non lethal damage, fatigue/exhaustion, Ability Drain or Damage, Energy Drain, Polymorph, Acid and Cold Damage, Petrification, and cannot be flanked.

Protective Aura (Su): The Angel of Death enjoys a permanent aura that protects it at all times. This functions as a Magic Circle Against Evil and Globe of Invulnerability (Caster Level equals HD), with the following exceptions:
The Bonus provided to AC and Saves is +10 instead of +2
The Bonus applies to all beings other than the Angel itself, not just Evil ones

Tongues (Su): The Angel of Death can speak to any intelligent creature as though it had a Tongues spell permanently in effect upon itself.

Temporary Invulnerability (Ex): Once the Angel of Death has been assigned to destroy a specific being or target, it cannot die. If it is destroyed it returns at full hit points within 24 hours. Once it has slain or destroyed it’s assignment it can be destroyed normally.

Sense Mark (Ex): Once the Angel has been assigned a target, it can sense the direction and exact location of the target at all times, regardless of the distance between itself and the target (even if it’s on another Plane). The Angels target gains no benefit from Concealment, and automatically fails all Hide or Move Silently Checks against the Angel. Effects that render the target Invisible against the Angel are ineffective.

Combat: If sent to destroy a city to make an example of them, the Angel simply flies up to it, lets loose it's Smite ability, and stands watch to make sure no one interferes. If sent for a person, it will generally open up with Wail of the Banshee, reverting to it's sword if that fails. It's Wish ability is used normally to distract or inconvenience anyone attempting to interfere with it's mission. While the Angel prefers not to do unnecessary collateral damage in pursuit of it's target, it has no moral restraint any longer. If it believes the target will escape, it is perfectly capable of annihilating innocents to kill it's intended victim. Once hte mission is over the Angel will again be able to feel some sense of guilt or remorse, and it is for this reason that many of them ask the Gods for Oblivion after many long years of serving, after the accumulated horrors they have performed begin to overwhelm them.


-=-=-=-=-=-=-

Lore
Characters with ranks in Knowledge (Religion) may know of the Angel of Death. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

{table]DC|Lore
50| The Angel of Death is the God’s chosen assassin. If there is a being or nation they need destroyed, it is the Angel who is sent to do it. It is virtually indestructible.
55| The Angel of Death is chosen from amongst the most powerful and dedicated of Angels, and serves until it wishes to step down, retiring into it’s own death. Then a new Angel is chosen. It is only sent to punish the very worst of the worst, or to destroy cities or nations that have offended the Overdeity beyond all hope of forgiveness somehow.
60| The Angel of Death is virtually indestructible once it has been given an assignment. The only way to stop it is to convince the Overdeity itself to call it off, or allow it to achieve it’s goal and then manage to destroy it with the vain hope that one can somehow reverse it’s deeds afterwards.
65| Attempting to kill the Angel of Death is suicidal, and anything nearby will pay for it with their lives if you are successful.[/table]

Plot Hook
The city of Sheol-Ka is the greatest in the world. The finest of all goods can be found there, it houses the worlds most wealthy and famous citizens, and it is the crown jewel of the world. A crown jewel that is rotting from within. The PC's have learned through the party Cleric that the Angel of Death is being sent to make an example of the city-state, which has fallen into slavery, debauchery, and corruption so foul even the Gods themselves have been personally affronted. Now they must race to rescue the few remaining friends or innocent people left there before the hammer falls.
One of the PC's has been informed in a dream that the Angel of Death is being sent for him. A local Mage has an Artifact that will block the Angels ability to sense the PC for a time, and the race is on to find out why the God of Gods has marked the PC for death. And also to find out why this local Mage is so willing to help...
The PC's come upon a being of great power dying in a field while traveling. The being asks them to approach, and tells them that it has been mortally wounded by Asmodeus himself, and its time is near. It gives a sword to whichever PC seems the most worthy, and informs him he is now the Angel of Death. He is still mortal, but the Sword of Death now recognizes him, and considers him it's owner. He must deliver it to the Gods in the Afterlife, without the Lord of Devils killing him first. Not long after both Angels and Devils begin pursuing the PC's while they try to figure out if the being is telling the truth, and what they can do about it regardless.
The PC's have all been recently slain, and a Trickster Deity has approached them with an offer: perform for me a service and I will restore you to life. The service he requires of them is to convince the current Angel of Death to step down. An Angel who seems to know what the Deity is up to, and the noose he has around the PC's necks. he is both unwilling to step down or help them, but suggests they can always ask his Master. Which would mean approaching the Overdeity himself...

DracoDei
2009-12-09, 09:27 PM
Angelatinous Orb
Was so unfinished at the end of the contest I later moved it to a separate thread (http://www.giantitp.com/forums/showthread.php?p=7671803#post7671803).

BisectedBrioche
2009-12-20, 04:22 PM
As you enter the cavern you see a grisly sight; two corpses lie on the table, barely rotted despite the age of this place. Drawing closer you can still tell that they were an attractive young couple in life. As the cleric bows his head in a silent prayer, the corpses suddenly stir, as if the good intentions themselves had driven them into a rage. He is thrown to the ground before he can even begin to reach for his mace. As he scrambles back you prepare to cast a spell and the paladin readies her sword. To your surprise, as the battle begins, the two abominations spread out a pair of decaying wings and take to the air. You feel a strange sense of forboding...

Angel, Caries AKA: Corrupted Angel, Rotten Celestial
Size/Type: Medium Undead (Angel, Evil)
Hit Dice: 12d12 (78 hp)
Initiative: +4
Speed: 30ft. (6 Squares); Fly 90ft. (Poor)
Armor Class: 29, touch 14, flat-footed 25 (+4 dex, +15 natural)
Base Attack/Grapple: +6/+12
Attack: Slam +12 melee (1d6+6)
Full Attack: 2 Slams +12 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Magical Corruption, Confuse Alignment
Special Qualities: Angel, Undead and Evil Traits, Regeneration 5, Spell Resistance 30, Change Shape
Saves: Fort +4, Ref +8, Will +13
Abilities: Str 22, Dex 18, Con —, Int —, Wis 20, Cha 15
Skills: None
Feats: None
Environment: Any
Organization: Solitary or Pair
Challenge Rating: 8
Treasure: Double Standard
Alignment: Always Neutral Evil

Caries are undead created by corrupting an angel that has taken a humanoid form. Through a complex process the angel is trapped in it's shapeshifted form, killed, the corpse resurrected and the angel itself bound to it. The result resembles whatever form the unlucky celestial had taken but with dark rotting wings.

Angel, Undead and Evil Traits Note that because of their undead nature, Caries' Protective Aura ability functions against good aligned creatures.Undead
Undead are once-living creatures animated by spiritual or supernatural forces.
Traits
An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).

No Constitution score.
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Uses its Charisma modifier for Concentration checks.
Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
Undead do not breathe, eat, or sleep.


Subtype Info
Angel
Angels are a race of celestials, or good outsiders, native to the good-aligned Outer Planes.
Traits

An angel possesses the following traits (unless otherwise noted in a creature’s entry).

Darkvision out to 60 feet and low-light vision.
Immunity to acid, cold, and petrification.
Resistance to electricity 10 and fire 10.
+4 racial bonus on saves against poison.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). (The defensive benefits from the circle are not included in an angel’s statistics block.)
Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.


Evil
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction, above).


Magical Corruption (Su) Any non-spontaneous spell caster with unused good aligned spells who makes contact with the Caries must make a DC 22 will save or lose them.

Confuse Alignment (Ex) A number of times per day equal to its charisma modifier a Caries may make a touch attack on any intelligent creature to share the confusion of its conflicted alignment. If the attack succeeds the target takes 1 point of charisma damage and must make a DC 14 will save or have their alignment confused. If this happens then they become a caricature of those of opposed alignments (e.g. chaotic individuals may become a stickler for obeying rules, neutral characters may commit unshakably to an ideal, etc) for 1d6 hours.

Regeneration (Ex) A Caries takes damage from fire, good-aligned weapons and from spells and effects with the good or fire descriptor.

Change Shape (Su) This allows the Caries to assume the form of any small or medium humanoid or monstrous humanoid, however they remain mindless making it impossible for them to pass as a living creature. A Caries that is not being controlled (or otherwise ordered to do otherwise) will instinctively assume the form of an attractive member of the last race it saw.

Combat

Being mindless Caries will usually lay dormant in the form of the last type of humanoid or monstrous humanoid it saw, resembling an eerily fresh corpse. It will attack any living creature that comes within 10 feet then proceed to fight until there are none left within 100 feet or it is destroyed.

Lore
Knowledge (The Planes) or Knowledge (Arcana) check
{TABLE=head]DC|Lore

22|This is a Caries. An undead creature made from a corrupted Angel (reveals undead, angel and evil traits).
27|Most of their good aligned abilities have been corrupted they may also corrupt the living (reveals Magical Corruption and Confuse Alignment abilities).
32|They can still shapeshift into a humanoid form (reveals shapeshift ability)[/TABLE]

Plot Hooks


The party's cleric is sent a vision by their deity of an angel that has been captured by a dark wizard. He asks his fellow party members to join him in freeing it. Little does he know the wizard already has several Caries from previously captured angels at his disposal.
A mysterious person has been seen wondering the streets. The rumours state that it flies on rotting wings and kills all who encounter it, however the same rumours are inconsistent as to its appearance.
A local wizard has created a Caries, unknown to the rest of his guild. The PCs must both stop him and prevent an overzealous paladin from slaying them all in retaliation.

The Vorpal Tribble
2009-12-21, 10:01 AM
The contest has ended and you may vote for your favorite of Angels Among Us here. (http://www.giantitp.com/forums/showthread.php?p=7546063#post7546063)

Good luck!

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DracoDei's entry has been disqualified for being incomplete at contest's end.