6 minute read

Blessed Children

cradling them like babes.Occasionally,they use their magic to take the form ofbirds to travel incognito.It is usually only in this form that they enter a civilized mortal community.

Angels ofthe 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 ofthe winds carry a golden trumpet.This magical device provides both offense and defense.

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Combat

Angels ofthe winds rely on their trumpets in battle, although they do not hesitate to create magical whirlwinds to devastate their foes.Ifseverely 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 ofsonic energy that deals 6d6 points ofdamage. 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 ofwind, 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 ofearth,unlike the vast majority ofthe angelic choirs,does not have wings.Instead,however,these tall,massive,powerfully built humanoids are continuously circled by a halo oforbiting stones.These tiny rocks whirl around the angel,posing a threat to his enemies and a boon to his allies.

Although angels ofearth usually work alone,they sometimes ally with other stalwart champions ofgood (like paladins) when they know they are going into battle.It is not unheard of,for example,for an angel ofearth to show up in a town and rally the men and women ofgood heart to a cause,then lead them into the fray.

Combat

The angel ofearth 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 ofearth must make a Reflex save (DC 18) or suffer 1d6 points of damage as a rock orbiting the angel smashes into them.Any

Chapter Six:Creatures 57 injured ally adjacent to the angel is automatically struck by a stone,which instantly turns to a healing powder,healing 1d6 points ofdamage.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).

Angel of the Waves

At home on the water or under it,angels ofthe waves breathe both air and water.The angels ofthe waves often find their way into the communities ofaquatic elves,tritons, or locathah,looking for good-aligned individuals to aid or to recruit for some important task.Angels ofthe waves rarely associate with land dwellers.

Angels ofthe waves usually appear as human females with wavy,seaweedlike hair.Many carry magical tridents.

Combat

Angels ofthe 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 ofEldritchMight II:Songs and Souls ofPower.

Blessed Children

Blessed children are the spirits ofpeople not yet born. They are the opposite ofundead,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 ofthe circumstances ofits previous summoning.In this way,the purity and innocence ofthe blessed child

Balsam Dayod

Medium Outsider (Good) Medium Outsider (Good)

Hit Dice: Initiative:

2d8+6 (15 hp) 6d8+14 (36 hp) +0 +4 (Improved Initiative) Speed: Fly 80 feet (average) Fly 80 feet (perfect) Armor Class: 14 (+4 natural),touch 10,flat-footed 14 16 (+6 natural),touch 10,flat-footed 16 Base Attack/Grapple: +2/+3 +6/+9 Attack: Longsword +3 melee (1d8+1) Greatsword +9 melee (2d6+3) Full Attack: Longsword +3 melee (1d8+1) Greatsword +9/+5 melee (2d6+3) Space/Reach: 5 feet/5 feet (Face/Reach 5 feet by 5 feet/5 feet) 5 feet/5 feet (Face/Reach 5 feet by 5 feet/5 feet) Special Attacks: — Smite undead Special Qualities: +3 turn resistance,unborn spirit +5 turn resistance,unborn spirit Saves: Fort +6,Ref+3,Will +4 Fort +8,Ref+5,Will +7 Abilities: Str 12 Dex 10,Con 16,Int 6,Wis 12,Cha 15 Str 16,Dex 10,Con 16,Int 10,Wis 14,Cha 15 Skills: Listen +11,Move Silently +10,Spot +11 Heal 14,Hide +12,Knowledge (religion) +12 Listen +16,Move Silently +12,Spot +16 Feats: Alertness Alertness,Combat Reflexes,Improved Initiative Environment : Any land and underground Any land and underground Organization: Solitary Solitary Challenge Rating: 1/2 4 Treasure: None None Alignment: Always good Always good Advancement: 3–5 HD (Medium) 7–9 HD (Medium) Level Adjustment : — —

Fealom Hallas

Medium Outsider (Good) Medium Outsider (Good)

Hit Dice: Initiative:

10d8+40 (95 hp) 16d8+64 (146 hp) +5 (Dexterity,Improved Initiative) +5 (Dexterity,Improved Initiative) Speed: Fly 80 feet (perfect) Fly 100 feet (perfect) Armor Class: 17 (+1 Dexterity,+6 natural),touch 11, 21 (+1 Dexterity,+10 natural),touch 11, flat-footed 16 flat-footed 20 Base Attack/Grapple: +10/+14 +16/+22 Attack: Greatsword +14 melee (2d6+6) Greatsword +22 melee (2d6+9) Full Attack : Greatsword +14/+9 melee (2d6+6) Greatsword +22/+17/+12 melee (2d6+9) Space/Reach: 5 feet/5 feet (Face/Reach 5 feet by 5 feet/5 feet) 5 feet/5 feet (Face/Reach 5 feet by 5 feet/5 feet) Special Attacks: Smite undead Smite undead Special Qualities: +5 turn resistance,unborn spirit +5 turn resistance,unborn spirit Saves: Fort +11,Ref+8,Will +9 Fort +14,Ref+11,Will +15 Abilities: Str 18 Dex 12,Con 18,Int 10,Wis 16,Cha 18 Str 22,Dex 12,Con 18,Int 12,Wis 20,Cha 20 Skills: Heal +16,Hide +14,Knowledge (religion) +13, Heal +26,Hide +23,Knowledge (religion) +22, Listen +16,Move Silently +14,Search +13, Listen +26,Move Silently +23,Search +23, Sense Motive +16,Spot +16 Sense Motive +26,Spot +26 Feats: Alertness,Combat Reflexes, Improved Alertness,Combat Reflexes,Improved Initiative, Initiative,Power Attack Iron Will,Lightning Reflexes,Power Attack Environment : Any land and underground Any land and underground Organization: Solitary Solitary Challenge Rating: 7 10 Treasure: None None Alignment: Always good Always good Advancement: 11–15 HD (Medium) 17–24 HD (Medium) Level Adjustment : — —

Chapter Six:Creatures 59 can never be tainted,no matter what happens.Unlike other outsiders,blessed children cannot be called. They can only be summoned.

Because they are so like undead,evil clerics can turn blessed children in the same way that good clerics can turn undead.Likewise,a good cleric can rebuke blessed children (although the need to do so is rare indeed).

Blessed children look like serious-minded but innocent children with white-feathered wings,although only the upper torso is distinct and visible.The rest ofthe body fades offinto mist.They carry with them swords that appear far too large for them to wield,but they do wield them—and with great skill and surprising power. Except by the weapon that they wield,it is impossible for an untrained viewer to tell the difference between the types ofblessed children.A Knowledge (religion) check against DC 15 plus halfthe blessed child’s Hit Dice allows a character to identify its type.

A good-aligned cleric can summon a blessed child using a summon monster spell. Summon monster II brings a Balsam, summon monster IV summons a Dayod, summon monster VI produces a Fealom,and a Hallas can be brought to the world via summon monster VIII.

Combat

Blessed children move into combat using the most straightforward means possible.They are utterly guileless, but also fearless.Ifa summoner can speak Celestial,they will obey whatever commands they are given.

Unborn Spirit: Blessed children are immune to mindaffecting effects,poison,sleep,paralysis,stunning,and disease.They are not subject to critical hits,nonlethal damage,ability damage,energy drain,or death from massive damage.

Smite Undead: Blessed children with this ability can strike at an undead creature with a +2 attack bonus, inflicting an extra point ofdamage per 2 HD against undead.This ability is always active.

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