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Monsters

id239
NameCelestial:Ghaele (Eladrin)
SizeAndTypeMedium-Size Outsider (Chaotic, Good)
HitDice10d8+20 (65)
Initiative+5 (+1 Dex, +4 Improved Initiative)
Speed50 ft., fly 150 ft. (perfect)
ArmorClass25 (+1 Dex, +14 natural)
Attacks+4 greatsword +21/+16 melee; or 2 light rays +11 ranged touch
Damage+4 greatsword 2d6+14 and positive energy; light ray 2d12
FaceAndReach5 ft. by 5 ft./5 ft.
SpecialAttacksSpell-like abilities, spells, gaze, positive energy
SpecialQualitiesDamage reduction 25/+3, SR 28, alternate form, protective aura, electricity and petrification immunity, resistances, tongues, poison saves, keen vision
Saves_Fort9
Saves_Ref8
Saves_Will10
AbilitiesStr 25, Dex 12, Con 15, Int 17, Wis 16, Cha 16
SkillsAnimal Empathy +13, Concentration +12, Escape Artist +11, Hide +11, Knowledge (any three) or Craft (any three) +13, Listen +15, Move Silently +11, Sense Motive +13, Spot +15
FeatsAlertness, Blind-Fight, Improved Initiative
ClimateAndTerrainAny land and underground
OrganizationSolitary, pair, or squad (3-5)
ChallengeRating_Value13
TreasureNo coins; double goods; standard items
AlignmentAlways chaotic good
Advancement11-15 HD (Medium-size); 16-30 HD (Large)
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.