Legion Michael

<-Legion Michael->

Legion Michael
Size/Type: Huge Outsider (good , Extraplanar, True Celestial)
Hit Dice: 25d10+300 (550 hp)
Initiative: +11
Speed: 50 ft. (10 squares), fly 250 ft. (good)
Armor Class: 48 (-2 size, +3 Dex, +15 natural, +9 +3 mithral banded mail, +9 deflection, +4 sacred), touch 24, flat-footed 45
Base Attack/Grapple: +25/+45
Attack: +5 dancing greatsword +35 melee (3d6+18/19–20) +42 melee (3d6+12/19-20 plus divine srtike) or +2 composite longbow (+5 str bonus) +28 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13)
Full Attack: +5 dancing greatsword +35 melee (3d6+18/19–20) +42 melee (3d6+12/19-20 plus divine strike) or +2 composite longbow (+5 str bonus) +28 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13) +38 melee (3d6+6 plus divine strike)
Space/Reach: 15 ft./15 ft.
Special Attacks: Divine aura, divine presence, eternal vigilance, divine strike, spell-like abilities, spells, turn undead
Special Qualities: True celestial traits, true celestial immunities, true celestial rank 4, DR 15/epic, immunity to acid and cold, regeneration 15, resistance to fire 15, SR 39, tongues, true seeing.
Saves: Fort +30, Ref +21, Will +24
Abilities: Str 35, Dex 17, Con 31, Int 22, Wis 22, Cha 29
Skills: Bluff +41, Climb +44, Concentration +41, Diplomacy +41, Intimidate +41, Jump +56, Knowledge (any three) +29, Listen +46, Search +46, Sense Motive +38, Spellcraft +38, Spot +46, Use Magic Device +41
Feats: Awesome Blow, Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Turning, Multiweapon Fighting, Power Attack Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track
Environment: Any good-aligned plane
Organization: Solitary
Challenge Rating: 29
Treasure: Double standard goods and coins
Alignment: Always chaotic neutral
Advancement: 26-50 HD (Huge), 51-75 HD (Gargantuan)
Level Adjustment:

Michael is a warrior archangel, and humanity's protector, in the Extermination War. Although the Archangel Michael is the youngest and most impulsive of Heaven's archangels, he is considered the greatest of all angels. Unlike his angel brethren, Michael believes that humanity is worth fighting for. Early in his life, Michael was a ruthless, heartless "sword of God"; a bringer of vengeance and justice who fulfilled his duties sadistically, earning him the title "The Flood."[1] He is known as The Sword and was gifted with Father's Markings, which were eventually passed to Alex Lannon. At the outbreak of the Extermination War, he left his kind to join the fight against his brother Gabriel and his armies of possessed. As General Riesen's chief adviser, Michael proved an invaluable ally.

Always inscrutable, Michael has watched over Alex Lannon his entire life, but is just now beginning to understand the complexities of having such a close relationship with humans.

Combat

An Legion Michael is treated as a 29 HD creature when targeted by HD-dependent effects, Only the most powerful fiends approach his power.

Even more fearsome than their +5 dancing greatsword are their +2 composite longbow that create any sort of slaying arrow when drawn. Legion Michael natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction.

Divine Aura (Su): An Legion Michael divine aura renders it immune to any spell or spell-like effect of 5th level or lower.

Divine Presence (Su): When Legion Michael (as a free action) opens wings and a huge blast of light comes from him. foes within line of sight must make Will saves (DC 10 + deity’s Charisma modifier + deity’s divine rank). Foes within sight, become panicaked for 3d6 rounds if they fail their saves. Foes who make successful saving throws are unaffected by this ability for one day.

Divine Strike (Su): Legion Michael natural attack as well as attacks with any weapon it wields, Damage 35d12, is divine in nature and can't be reduced by energy resistance.

Change Shape (Su): Legion Michael can assume the form of any Small or Medium humanoid. Visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any). (See Invisibility, under Special Abilities.)

divine blast (Su): The deity can use this ability a number of times per day equal to 3 + its Charisma bonus. The blast created can extend up to one mile per rank. Targets the blast strikes take 1d12 points of damage per rank of Legion Michael, plus 1d12 points of damage per point of Charisma bonus the Legion Michael has. There is no saving throw, but the deity must make a ranged touch attack to hit a target. The deity can make the blast look, sound, smell, and feel like any-thing it desires. Despite the appearance of the blast, the damage it deals results directly from divine power and is therefore not subject to being reduced by protection from elements and similar magic.

Notes: The blast destroys a wall of force, prismatic wall, or prismatic sphere it hits (all layers in a prismatic effect are destroyed). The blast itself is unaffected and can strike a target behind the wall of force or prismatic effect.

A divine shield can stop the blast.

the great horn (Su):Legion Micheal can call down for help from his dity, (but at great cost) (DM rolls dice 1-5 Astral Deva)- (6-10 planetar angel)- (11-15 Balor)-(16-20 solar angel) (once a day)

the wing blades (Su):Legion Michael His feathers, when swung fast enough, can severe flesh and dismember his opponents, The Bladed Wing has a reach of 10 feet, and deals 1d6 + Dexterity slashing damage. A successful strike prevents opportunity attacks from the target until your turn ends. The movement used in this ability counts towards your movement speed for that turn, divine strike is also added to damage.

Spell-Like Abilities: At will—baleful polymorph (DC 28), bane, call lightning storm, dementia (DC 30), fear (DC 27), greater invisibility, lightning bolt (DC 26), obscuring mist, ray of exhaustion (DC 26); 3/day—chain lightning (DC 29), earthquake (DC 31), power word blind, whirlwind, word of chaos; 1/day—imprisonment (DC 32), power word kill. Caster level 25th. Save DCs are Charisma-based.

The following abilities are always active on an Legion Michael person, as the spells (caster level 25th)
deathwatch, see invisibility, tongues, true seeing. free action.detect evil, detect snares and pits, discern lies (DC 21), see invisibility, true seeing. They can be dispelled, but the solar can reactivate them as a free action.

Spells: Ligion Michael can cast divine spells as 25th-level clerics. Legion Michael has access to two of the following domains: Chaos, Destruction, Strength, War and Wrath (plus any others from its deity). The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/8/8/7/7/7/6/5/5/5; save DC 20 + spell level)
0—create water, guidance, read magic (×2), resistance (×2); 1st—anarchic waterSC, bane (×3), cause fear, doom*, inflict light wounds (×2); 2nd—death knell (×2), eagle's splendor, find traps, hold person, owl's wisdom, shatter*, sound burst; 3rd—bestow curse*, continual flame, deeper darkness, dispel magic (×2), remove blindness/deafness, wind wall; 4th—chaos hammer (×2), crushing despair*, death ward, freedom of movement, restoration (×2); 5th—dispel law*, greater command, plane shift, righteous might (×2), scrying, slay living; 6th—animate objects*, harm, heal (×2), mass eagle's splendor, mass owl's wisdom; 7th—destruction*, etheral jaunt, greater restoration, mass inflict serious wounds, symbol of weakness; 8th—earthquake*, dimensional lock, fire storm, greater planar ally, symbol of death; 9th—gate, implosion, miracle, soul bind, storm of vengeance*.

*Domain spell. Domains: war and water.

True Celestial Immunities (Ex): Ability damage and ability drain, disease, poison, petrification, polymorphing and death from massive damage.

Turn Undead (Su): An Legion Michael can turn undead with an effective cleric level of 30.

See Wikipedia entry: Legion Michael.



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