Description: |
Celestials speak Celestial, Infernal, and Draconic.
Spell-Like Abilities: At will: aid, alter self, charm monster,
color spray, comprehend languages, continual flame, cure light
wounds, dancing lights, detect evil, detect thoughts, dispel
magic, hold monster, improved invisibility (self only), major
image, see invisibility, and teleport without error (self plus 50
pounds of objects only); 1/day-chain lightning, prismatic
spray, and wall of force. These abilities are as the spells cast
by a 12th-level sorcerer (save DC 13 + spell level).
Spells: Ghaeles in humanoid form can cast divine spells from
the cleric list and the Air, Animal, Chaos, Good, and Plant
domains as 14th-level clerics (save DC 13 + spell level).
Gaze (Su): In humanoid form-slay evil creatures of 5 or fewer
HD, range 60 feet, Will negates DC 18. Even if the save succeeds,
the creature is affected as though by a fear spell for 2d10
rounds. Nonevil creatures, and evil creatures with more than 5
HD, must succeed at a Will save (DC 18) or suffer the fear
effect.
Positive Energy (Ex): The ghaele's incandescent sword
deals an additional 2d6 points of positive energy damage to evil
creatures.
Light Ray (Ex): A ghaele in globe form can project light rays
with a range of 300 feet.
Alternate Form (Su): A ghaele can shift between its humanoid
and globe forms as a standard action. In humanoid form, it cannot
fly or use its light rays, but it can use its gaze attack and
spell-like abilities, make physical attacks, and cast spells. In
globe form, it can fly, use its light rays, and use spell-like
abilities, but it cannot cast spells or use its gaze attack.
A ghaele remains in one form until it chooses to assume a new
one. A change in form cannot be dispelled, nor does the ghaele
revert to any particular form when killed. A true seeing spell,
however, reveals both forms simultaneously.
Protective Aura (Su): As a free action, ghaeles can surround
themselves with a nimbus of light having a radius of 20 feet. This
acts as a double-strength magic circle against evil and as a minor
globe of invulnerability, both as cast by a sorcerer whose level
equal to the celestial's Hit Dice. The aura can be dispelled,
but the celestial can create it again as a free action on its next
turn.
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.
Resistances (Ex): Eladrins have cold and acid resistance 20.
Poison Saves (Ex): 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.
|