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lacesmcawesome
2007-06-18, 11:16 PM
So, I feel I should include some background on why I made this monster.

I'm creating a homebrew campaign setting. In the setting, to become a Paladin, you must pass the "Temple of Trials." (original name, I know) Basically, it's a small dungeon-crawling-esque adventure. Three levels (not including the 10x10 entrance level) of trials, beating monsters and judges and solving puzzles so you can receive a certificate or something making you a true paladin.

On my first level, I decided the God of the paladin would send down an angel to test the aspiring paladin. I looked through my MM, but couldn't find anything just right. So I made my own.

A few things that you should keep in mind:
1) The Angel is not meant to kill, and won't do so.
2) The Angel is most likely going to be fighting only one 1st level paladin at a time. Maybe two in special cases.

Also, I'm a little inexperienced with this, and I'm not sure how well I got the CR nailed, even by following the MM's guidelines.


The Angel of Righteousness

You enter a chamber lit by bright torches that look to be magical. You notice that the walls are lined with every weapon you can imagine, and they look to be top-notch quality. Suddenly, a thunderous voice speaks. "Welcome to the Temple. Choose your weapon, and the strength of your body, spirit, and mind shall be tested to their limits! Prepare yourself!" An angelic creature appears in front of a staircase, wielding a sword. Though the sword looks heavy, this graceful beauty wields it easily. You recognize it from your religion lessons. It is the Angel of Righteousness, a servant of Mahjo, your lord. It is the angel that ultimately decides who is righteous and worthy, and who is not. Your task is clear. Prove yourself.

Medium Outsider (Angel, Extraplanar, Good)
Hit Dice 2d8 + 5 (14)
Initiative +4
Armor Class15 = 10-3(natural armor**)+4(chain shirt)+4(dex)+0(misc. modifier)
Speed 40 ft. (8 squares)
Base Attack/Grapple +4/+4
Attack Longsword +0 melee
Full Attack Longsword +4/+0
Space/Reach 5ft./5ft.
Special Qualities Die hard as a bonus feat, Ki Strike
Saves Fort +5, Ref +6, Will +5
Abilities STR: 16, DEX: 18, CON: 18, INT: 15, WIS: 17, CHA:20
Skills Concentration: +8, Decipher Script: +2, Heal: +3, Knowledge (history): +12, Knowledge (the planes): +12, Knowledge (nobility and royalty): +12, Knowledge (religion): +12, Sense Motive: +4, Spot: +4, Search +4, Listen +4, Tumble +4
Feats Improved unarmed strike (fist), Die hard
Environment Any good-aligned plane
Organization Solitary
Challenge Rating 1 (I think)
Treasure 1d4Potion of heal minor wounds
Alignment Lawful Good

Combat
The angel is a peaceful judge for most purposes, but in self-defense it becomes a vicious opponent. In the Temple, it is ordered to strike first, and will not kill the testing paladin. Once the subject it tests falls below 0 hitpoints, the angel will cease combat and heal the trainee. If the angel is damaged to or below 0 hitpoints, it will cease the combat, rewarding the subject with potions and access to the next level of the Temple.


--------------------------------------------


**The -3 penalty is due the Angel's soft skin. The Angel is cut or bruised easily.

stolenchariot
2007-06-18, 11:20 PM
Well, as far as I can tell, it seems pretty accurate as far as CR goes. The only thing I noted is its lack of angel traits, but as you intend for it to be a challenge for 1 level 1paladin, I inderstand why youexcluded them.

EvilElitest
2007-06-18, 11:23 PM
in terms of the armies of the good vs. evil, they guys would be a pretty nice way to spam heals. But is it impossible for it to attack anything
from,
EE

lacesmcawesome
2007-06-18, 11:56 PM
in terms of the armies of the good vs. evil, they guys would be a pretty nice way to spam heals. But is it impossible for it to attack anything
from,
EE

I'm not quite sure I understand the question.

Technically, it's not supposed to really attack anyone. I intended it to be like, an angel that normally sits in its own plane, judging the followers on the Material plane as righteous or not, and it would only really come to the Material plane for the examination of paladins.

Is that what you wanted to know?

lacesmcawesome
2007-06-20, 09:57 PM
Oh! I got me some concept art for her!

(Much applause for Yo_Landa)

http://i13.photobucket.com/albums/a270/tomandmikeguy/angel02jy9.jpg

I_Got_This_Name
2007-06-20, 11:30 PM
Its hit points are assigned wrong. You could give it a special quality to say otherwise, of course.

Outsiders usually have d8 hit dice; if you want this to be a 2 HD outsider, that's 2d8. Add its con mod (to each die), and you have 2d8+8. The average on 2d8 is 9, so the average HP should be 17. You can tone this down with any of the following:
1) Giving it a special quality by which it loses one hp/hd.
2) Reducing its constitution to 17
3) Making it stand down at 2 hp

Actually, if it exists for a challenge, I'd expect it to stand down while it still has plenty of hp to spare, to avoid accidents.

Natural armor penalties are unusual, but not forbidden; I think giving it different armor would achieve the same goal, though.

lacesmcawesome
2007-06-21, 09:42 AM
Its hit points are assigned wrong. You could give it a special quality to say otherwise, of course.

Outsiders usually have d8 hit dice; if you want this to be a 2 HD outsider, that's 2d8. Add its con mod (to each die), and you have 2d8+8. The average on 2d8 is 9, so the average HP should be 17. You can tone this down with any of the following:
1) Giving it a special quality by which it loses one hp/hd.
2) Reducing its constitution to 17
3) Making it stand down at 2 hp

Actually, if it exists for a challenge, I'd expect it to stand down while it still has plenty of hp to spare, to avoid accidents.

Natural armor penalties are unusual, but not forbidden; I think giving it different armor would achieve the same goal, though.

Ok, thanks, I hadn't known about the d8's. I'll change that here and in my notes. I actually did have it standing down, but only at 0 hitpoints. I may move that down to 5 hp or so.

Though I think I want to keep the natural armor penalty, it kind of works with a being that like, isn't suited for combat, and resides on another plane.

Rama_Lei
2007-06-21, 07:27 PM
You forgot to add the dex bonus to AC. It should have an Ac of 19.

Matthew
2007-06-22, 07:16 PM
I don't think so. The way it works in this case is 10 + Armour (4) + Dexterity (4) + Natural Armour (-3) = 15.

Skills seem out of whack, should be:

5 x (8 + 2) = 50

Abilities STR: 16, DEX: 18, CON: 18, INT: 15, WIS: 17, CHA:20
Skills
Concentration: 4(8)
Decipher Script: 0(2) - impossible, you must be trained
Heal 0(3)
Knowledge (History) 5(9) - three points over at 5(12)
Knowledge (Planar) 5(9) - three points over at 5(12)
Knowledge (Nobility and Royalty) 5(9) - three points over at 5(12)
Knowledge (Religion) 5(9) - three points over at 5(12)
Sense Motive 1(4)
Spot 1(4)
Search 1(4)
Listen 1(4)
Tumble 0(4)

Looks like you have 22 Skill Points to spend and 12 Points in Knowledge Skills that need to be explained.

Saves are also well out of whack:

Should be:

Fortitude 3(7)
Reflexes 3(7)
Willpower 3(6)