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Angel NPCs

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Vrykolaka

Vrykolaka

Special Attacks: A vrykolaka retains all the special attacks ofthe base creature and also gains those listed below.

Blood Drain (Ex): A vrykolaka can suck blood from a living victim with its fangs by making a successful grapple check.Ifit pins the foe,it drains blood,inflicting 1d4 points oftemporary Constitution damage each round it maintains the pin.On each successful attack, the vrykolaka gains 5 temporary hit points.

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Create Spawn (Ex): A humanoid slain by a vrykolaka’s blood drain attack rises as a vrykolaka 1d10 days after its death (possessed by a different fiendish spirit than the one inhabiting its killer).These new vrykolakas are not under the control ofthe original creature in any way.Because they dislike competition,vrykolakas usually eat the corpses oftheir victims to prevent them from rising as undead.

Soul Damnation (Ex): A creature killed by a vrykolaka’s blood drain attack becomes corrupted by the presence ofthe fiendish spirit,and its soul is damned to Hell.This does not prevent it from being raised from the dead,but that is poor comfort for most people (who never have the option oflife-restoring magic) when compared to the thought ofspending eternity in Hell instead ofparadise.

Special Qualities: A vrykolaka enjoys all the special qualities of the base creature those listed below.It also gains the undead type.

Daylight Weakness (Ex): A vrykolaka can be active during the day but is weakened by sunlight,suffering a –4 penalty to Strength and Dexterity.Most choose to rest while the sun is up.They normally rest in the coffin where they were buried,but they are not required to do so.

Fast Healing (Ex): A vrykolaka heals 1 point ofdamage each round, even ifreduced to 0 hit points.A vrykolaka cannot heal fire damage in this way.To destroy a vrykolaka permanently,an attacker must reduce it to 0 hit points and burn it.Dismembering the corpse first makes it more difficult for the creature to recover before it is burned.Ifreduced to 0 hit points by fire damage alone,it is instantly destroyed.

Fiendish Possessor (Ex): Because the spirit ofa fiend animates it,a vrykolaka is affected by spells as ifit were an evil outsider.For example,spells that ward against such creatures hedge out vrykolakas,and spells that banish evil outsiders can drive away the spirit, leaving the corpse to fall over inert and truly dead.

Resistance (Ex): A vrykolaka has resistance to cold and electricity 10.

Turn Resistance (Ex): A vrykolaka has +2 turn resistance.

Saves: Same as the base creature’s

Abilities: Increase from the base creature’s as follows:Strength +2, Wisdom +2,Charisma +2.As undead creatures,vrykolakas have no Constitution score.

Skills: Vrykolakas receive a +4 racial bonus to Hide,Move Silently,and Spot checks.Otherwise,same as the base creature’s.

Feats: Vrykolakas gain Toughness as a bonus feat.

Environment: Any land

Organization: Solitary

Challenge Rating: Same as the base creature’s +1

Treasure: As base creature’s.(Though most lose their treasure when buried,they can steal it back from their former “homes” when they return to them.)

Alignment: Any evil

Advancement: By character class

Level Adjustment: —

To integrate angel NPCs into your game quickly,just pick up one or more ofthese general statistics blocks,and you’re ready to go! Each set ofstatistics represents a typical angel ofits race.

Cherub; CR 4;Medium outsider (good, extraplanar);HD 4d8+4;hp 22;Init +0; Speed 40 feet,fly 40 feet (average);AC 15; touch 10;flat-footed 15;Base Atk +4;Grp +5; Atk +6 melee (1d4+1,claw);Full Atk +6 melee (1d4+1,2 claws);Space/Reach 5 feet/5 feet;SA Improved grab,rake,roar (DC 12),spell-like abilities;SQ DR 5/magic,heavenborn traits,resistances (acid,cold,sonic 5);AL LG;SV Fort +5,

Ref+4,Will +6;Str 12,Dex 10,Con 12,Int 12,Wis 10,Cha 10. Skills and Feats: Balance +3,Concentration +8,Hide +7,

Intimidate +7,Knowledge (religion) +7,Jump +7,Listen +11,

Move Silently +8,Search +12,Sense Motive +7,and Spot +11;

Iron Will,Weapon Focus (claw).

Dynama; CR 3;Medium outsider (good, extraplanar);HD 2d8+2;hp 11;Init +0; Speed 30 feet;AC 12;touch 10;flat-footed 12;Base Atk +2;Grp +2;Atk +2 melee (1d8/19–20,longsword);Full Atk +2 melee (1d8/19–20,longsword); Space/Reach 5 feet/5 feet;SA Spell-like abilities,summon blessed child‡;SQ DR 5/magic,governance ofthe soul,heavenborn traits,resistances (cold, fire 5);AL LG;SV Fort +4,Ref+3,Will +4;Str 10,Dex 10,

Con 12,Int 10,Wis 12,Cha 12. Skills and Feats: Concentration +6,Diplomacy +10,Gather

Information +6,Heal +6,Intimidate +10,Knowledge (local) +5,Sense Motive +6,and Spot +10;Detect Angels and Fiends†,Glory†.

Grigori; CR 2;Medium outsider (good, extraplanar);HD 2d8+2;hp 11;Init +0; Speed 30 feet;AC 12;touch 10;flat-footed 12;Base Atk +2;Grp +2;Atk +2 melee (1d8/19–20,longsword);Full Atk +2 melee (1d8/19–20,longsword);Space/Reach 5 feet/5 feet;SA Spell-like abilities;

SQ Celestial fertility,DR 5/magic,grigori doom,heavenborn traits,resistances (cold,fire,sonic 5);AL NG;SV Fort +4,

Ref+3,Will +3;Str 10,Dex 10,Con 12,Int 12,Wis 10,Cha 10. Skills and Feats: Concentration +6,Craft (any two) +10,

Diplomacy +5,Heal +5,Knowledge (any one) +10,Listen +2,

Profession (any one) +9,Search +6,Spot +11;Alertness.

Hashmalite; CR 3;Medium outsider (good,lawful,extraplanar);

HD 3d8+3;hp 16;Init +0;Speed 30 feet;AC 12;touch 10; flat-footed 12;Base Atk +3;Grp +3;Atk +3 melee (1d8/19–20,longsword);Full Atk +3 melee (1d8/19–20, longsword);Space/Reach 5 feet/5 feet;SA Hashmal burst

(DC 12),spell-like abilities;SQ DR 5/magic, golden icon,heavenborn traits,lawful spirit, resistances (acid,cold,fire,sonic 5);AL LG; SV Fort +3,Ref+3,Will +6;Str 10,Dex 10, Con 10,Int 12,Wis 12,Cha 12. Skills and Feats: Concentration +6, Decipher Script +7,Intimidate +7, Knowledge (nature) +11,Knowledge (the planes) +11, Knowledge (religion) +11,Listen +3,Search +11,Spellcraft +7, Spot +9;Alertness,Iron Will.

Kalkydrite; CR 4;Medium outsider (lawful,extraplanar);HD 3d8;hp 13;Init +5; Speed 20 feet,climb 20 feet,fly 40 feet (average) in serpentine form or 20 feet,fly 80 feet (average) in birdlike form;AC 15 in serpentine form or 13 in birdlike form; touch 11 in serpentine or birdlike form;flatfooted 14 in serpentine form or 12 in birdlike form;Base Atk +3; Grp +3;Atk +3 melee (1d6,bite) in serpentine form or +3 melee (1d4,bite) in birdlike form;Full Atk +3 melee (1d6, bite) in serpentine form or +3 melee (1d4,bite) in birdlike form;Space/Reach 5 feet/5 feet;SA constrict in serpentine form,fiery burst (DC 11),improved grab in serpentine form,spell-like abilities;SQ Alternate form,DR 5/magic, fire immunity,heavenborn traits,resistances (cold 5),rise from the ashes,turn undead;AL LG;SV Fort +3,Ref+4,

Will +3;Str 10,Dex 12,Con 10,Int 12,Wis 10,Cha 10. Skills and Feats: Balance +11,Concentration +10,Heal +8,

Knowledge (nature) +7,Perform (sing) +6,Search +7,Spot +10,Survival +6,Tumble +9;Glory†,Improved Initiative.

Malakite; CR 2;Medium outsider (good, extraplanar);HD 2d8+4;hp 13;Init +0; Speed 30 feet;AC 13;touch 10;flat-footed 13;Base Atk +2;Grp +2;Atk +2 melee (1d8/19–20,longsword);Full Atk +2 melee (1d8/19–20,longsword);Space/Reach 5 feet/5 feet;SA Spell-like abilities;SQ Aura ofcourage,death recovery,DR 5/magic,fear immunity, fighter equivalence,heavenborn traits,resistances (acid, cold,fire 5);AL NG;SV Fort +5,Ref+3,Will +3;Str 10,

Dex 10,Con 14,Int 10,Wis 10,Cha 12. Skills and Feats: Bluff+6,Intimidate +10,Jump +5,Knowledge (religion) +5,Knowledge (the planes) +5,Listen +5,Move

Silently +5,and Spot +5;Combat Reflexes.

Memunite; CR 1;Medium outsider (good, lawful,extraplanar);HD 1d8;hp 4;Init +1; Speed 30 feet,fly 40 feet (average);AC 12; touch 11;flat-footed 11;Base Atk +1;Grp +1; Atk +1 melee (1d8/19–20,longsword);Full Atk +1 melee (1d8/19–20,longsword); Space/Reach 5 feet/5 feet;SA Spell-like abilities;SQ DR 5/magic,heavenborn traits,resistances (cold 5);AL LG;SV Fort +2,Ref+5,Will +2;Str 10,Dex 12,

Con 10,Int 10,Wis 12,Cha 8. Skills and Feats: Concentration +4,Craft (any one) +6,Heal +8,

Hide +9,Listen +4,Move Silently +5,Profession (any one) +6, Spot +8;Lightning Reflexes.

Ophanite; CR 4;Medium outsider (good, extraplanar);HD 4d8;hp 18;Init +2; Speed 40 feet,fly 40 feet (perfect),swim 30 feet;AC 17;touch 12;flat-footed 15; Base Atk +4;Grp +4;Atk +4 melee (1d6 plus 1d6 fire,slam);Full Atk +4 melee (1d6 plus 1d6 fire,slam);Space/Reach 5 feet/5 feet;SA Spell-like abilities;SQ All-around vision, burning self,DR 5/magic,fire immunity,heavenborn traits, resistances (acid,cold 5);AL NG;SV Fort +4,Ref+6,Will +5; Str 10,Dex 14,Con 10,Int 10,Wis 12,Cha 12. Skills and Feats: Concentration +7,Escape Artist +9,Intimidate +8, Jump +11,Knowledge (the planes) +7,Spot +11,Swim +15, Tumble +13;Dodge,Mobility.

Para; CR 2;Medium outsider (chaotic,good, extraplanar);HD 2d8+2;hp 11;Init +0; Speed 30 feet;AC 12;touch 10;flat-footed 12; Base Atk +2;Grp +3;Atk +3 melee (1d8+1/×3, lance);Full Atk +3 melee (1d8+1/×3, lance);Space/Reach 5 feet/5 feet;SA Spell-like abilities;SQ Celestial rage,DR 5/magic,heavenborn traits,inspire courage, resistances (cold 5);AL CG;SV Fort +3+1,Ref+3,Will +3;

Str 12,Dex 10,Con 12,Int 10,Wis 10,Cha 12. Skills and Feats: Concentration +6,Handle Animal +6 (+8 with horses),Jump +10,Perform (sing) +10,Ride +13,Spot +5,

Tumble +9,Use Rope +5;Mounted CombatB , Ride-By

Attack.

Principality; CR 2;Medium outsider (good,lawful,extraplanar);HD 2d8;hp 9; Init +0;Speed 30 feet;AC 12;touch 10; flat-footed 12;Base Atk +2;Grp +2;Atk +2 melee (1d8,heavy mace);Full Atk +2 melee (1d8,heavy mace);Space/Reach 5 feet/5 feet;SA Spell-like abilities;SQ Advise the attuned,aura offorgotten presence,DR 5/magic,heavenborn traits,protector ofreligion,resistances (cold 5);AL LG;

SV Fort +3,Ref+3,Will +4;Str 10,Dex 10,Con 10,Int 12,

Wis 12,Cha 10. Skills and Feats: Bluff+5,Concentration +5,Diplomacy +9,

Gather Information +5,Heal +6,Knowledge (history) +10,

Knowledge (religion) +6,Sense Motive +10,and Spot +6;

Glory†.

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