Half-Celestial

Half‐celestials share the following characteristics:

  1. Half‐celestials are always outsiders
  2. A half‐celestial usually has feathered wings and can fly at twice the Half‐fiends are the issue of fiendish creatures and mortals. No matter its base creature’s land speed. If the base creature already has a fly speed, form, a half‐fiend is always hideous to behold, having dark scales, horns, retain that fly speed glowing red eyes, bat wings, a fetid odor, or some other obvious sign that it is tainted with evil.
  3. Half‐celestials are the issue of angels or celestials with mortals. They are always comely and delightful to the senses, often having such physical traits as golden skin, sparkling eyes, angelic wings and auras of light.
  4. Armor Class improves by 1
  5. Half‐celestials have a number of special abilities, which can be rolled randomly on the following table, or simply chosen by the TK. One special ability per two Hit Dice for a half‐celestial is probably about right.
D%Special Ability
01‐03Increase weapon immunity by +1
04‐07Aura of light, 30‐foot radius
08‐11Aura of fear, 20‐foot radius
12‐15Deal double damage against Chaotic creatures
16‐19Immunity to electricity
20‐23Immunity to negative energy / energy drain
24‐27Immunity to paralysis and petrification
28‐31Increase magic resistance by +5%
32‐33Lay on hands, as paladin (level equal to Hit Dice)
34‐37Protection from evil aura, 10 ft. radius
38‐43Telepathy (100‐foot range) and tongues ability
44‐49Turn undead as a Lawful cleric (level equal to Hit Dice)
50‐59Cast one 1st level cleric spell at will
60‐69Cast one 2nd level cleric spell at will
70‐79Cast one 3rd level cleric spell, three times per day
80‐84Cast one 4th level cleric spell, three times per day
85‐89Cast one 5th level cleric spell, once per day
90‐94Cast one 6th level cleric spell, once per day
95‐97Cast one 7th level cleric spell, once per day
98‐99Cast one 8th level cleric spell, once per day
100Cast one 9th level cleric spell, once per day

Sample Half‐Celestials

Celestial Dragon (Half‐Celestial Gold Dragon)

Huge Outsider, Lawful (LG), High Int.: HD 15; AC 19 [+1]; ATK 1 bite (1d8+4) and 2 claws (1d6+4); MV 60 (Fly 200, Swim 60); Save F3, R4, W4; XP 4750 (CL 17); Special: Aura of light (30’ radius), aura of protection from evil (10’ radius), breath weapon (50‐ft cone of fire or weakening gas), turn undead as 16th level cleric, spells (at will—calm emotions; 3/day—bless, detect gems, protection from energy; 1/day—foresight, geas, imbue with spell ability, sunburst), lay on hands (16 hp), immune to disease, magic resistance 25%, resistance to acid, cold, fire and electricity.

Light Elf (Half‐Celestial Elf)

Medium Outsider, Lawful (CG), High Int.: HD 1; AC 16 [+1]; ATK 1 longsword (1d8) or longbow (100 ft., 1d8); MV 30 (Fly 60); Save F13 (11 vs. poison), R13, W12; XP 250 (CL 3); Special: Elf abilities, aura of light (30’ radius), immune to disease, magic resistance 20%, resistance to acid, cold and electricity.


License: B&T OGL

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