Chapter Six: Creatures
cradling them like babes. Occasionally, they use their magic to take the form of birds to travel incognito. It is usually only in this form that they enter a civilized mortal community. Angels of the winds have long, flowing hair that billows in the breeze swirling around them at all times. They are beautiful, fragile-looking beings with sparkling eyes. All angels of the winds carry a golden trumpet. This magical device provides both offense and defense.
injured ally adjacent to the angel is automatically struck by a stone, which instantly turns to a healing powder, healing 1d6 points of damage. A given being can only be healed this way once per day. Spell-Like Abilities: At will—aid, detect evil, discern lies, dispel magic, holy smite, remove blindness, remove curse, remove disease, and read magic; 7/day—cure light wounds, protection from energy, passwall, and stoneskin; 1/day—cure critical wounds and move earth. These abilities are as the spells cast by a 12th-level sorcerer (save DC 14 + spell level).
Combat Angels of the winds rely on their trumpets in battle, although they do not hesitate to create magical whirlwinds to devastate their foes. If severely threatened, they see no dishonor in taking to the skies and fleeing from danger. Trumpet: Once every 3 rounds the angel can blow this trumpet, creating a sonic shield around the angel, or blasting a cone of sonic energy that deals 6d6 points of damage. Each trumpet is attuned to a specific angel. No other angel, and no other creature, can produce any effect or even any sound from it. Spell-Like Abilities: At will—aid, detect evil, discern lies, dispel magic, gust of wind, invisibility, polymorph, read magic, remove blindness, remove curse, remove disease, see invisibility, and whispering wind; 7/day—cure light wounds, holy word, and protection from energy; 1/day—cure critical wounds and whirlwind. These abilities are as the spells cast by a 12th-level sorcerer (save DC 15 + spell level).
Angel of Earth An angel of earth, unlike the vast majority of the angelic choirs, does not have wings. Instead, however, these tall, massive, powerfully built humanoids are continuously circled by a halo of orbiting stones. These tiny rocks whirl around the angel, posing a threat to his enemies and a boon to his allies. Although angels of earth usually work alone, they sometimes ally with other stalwart champions of good (like paladins) when they know they are going into battle. It is not unheard of, for example, for an angel of earth to show up in a town and rally the men and women of good heart to a cause, then lead them into the fray.
Combat The angel of earth wields a mighty mace in both hands. With a thunderous roar, these angels charge fearlessly into battle. They rely on their stone satellites for protection. Stone Satellites: Any foes adjacent to the angel of earth must make a Reflex save (DC 18) or suffer 1d6 points of damage as a rock orbiting the angel smashes into them. Any
Angel of the Waves At home on the water or under it, angels of the waves breathe both air and water. The angels of the waves often find their way into the communities of aquatic elves, tritons, or locathah, looking for good-aligned individuals to aid or to recruit for some important task. Angels of the waves rarely associate with land dwellers. Angels of the waves usually appear as human females with wavy, seaweedlike hair. Many carry magical tridents.
Combat Angels of the waves use their tridents in battle after summoning a water elemental to aid them. They do not believe in a “fair fight” against evil and use every advantage against their malevolent foes, including dragging air breathers into the water, or attacking a boat from underneath to sink it. Spell-Like Abilities: At will—aid, continual flame, detect evil, discern lies, dispel magic, holy smite, holy word, polymorph, remove blindness, remove curse, remove disease, read magic, and water breathing; 7/day—Mel’s acid arrow and cure light wounds; 1/day—cure critical wounds and sudden wave*. These abilities are as the spells cast by a 12th-level sorcerer (save DC 15 + spell level). * Denotes a spell from Book of Eldritch Might II: Songs and Souls of Power.
Blessed Children Blessed children are the spirits of people not yet born. They are the opposite of undead, and as pure and innocent as undead are corrupt and evil. No one encounters a blessed child by accident. They are summoned from a spiritual realm by good-aligned casters or particularly holy individuals to accomplish important tasks or to fight against evil (particularly against undead). When they return from whence they came, these spirits carry with them no memories. The same blessed child can be summoned twice, but it will not remember the caster or any of the circumstances of its previous summoning. In this way, the purity and innocence of the blessed child
57