3e SRD:Celestial, Avoral

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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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gollark: I doubt they'll ask about protected attributes much because it's inconsistent.
gollark: Probably just theoretical.
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