Angelic Adversaries! (BX/OSE)

For reasons beyond me BX D&D never had angels, devils, or demons as a part of any official bestiary. My best guess is it had something to do with Basic being an introductory system for the young'uns and wanting to avoid the ire of religious groups. Anyway, I made some angels using my usual converting from M:TG cards method.

Angels
Agents of the divine realms who serve the gods as messengers and warriors.

  • Behavior: Angels are benevolent but not necessarily kind. They are agents of the gods, and when encountered are usually on a mission from their master or are guarding something their master holds dear.
  • Immortality: Angels do not die when their hit points are reduced to 0. Instead they are banished from the world of men and return to the domain of their masters to be reformed.
  • Immune: Angels do not take damage from normal fire, and cannot be petrified, poisoned, or diseased.
  • Mundane Weapon Immunity: Angels are only harmed by magic or magic weapons.
  • Resist: Angels take only half damage from Acid, Cold, Electricity, and Fire attacks.
  • Senses: Angels have 120' of infravision, can see invisible creatures, and automatically pierce illusions.
  • Spells: Angels have many spell-like abilities, and while each kind may have its own unique powers, the following are shared among all angels.
    • At Will: Detect Evil, Detect Magic, Know Alignment, Read Languages, Read Magic
    • 3/Day: Cure Serious Wounds, Polymorph Self, Teleport


Avenging Angel
Armor Class: 13
Hit Dice: 6***
Attacks: 1×holy sword (3-18) or spell
To Hit: +5
Movement: 90' (30'), 150' (50') flying
Saving Throws: as Cleric 6
No. Appearing: 1-6 (1-10)
Morale: 10
Alignment: Lawful
XP Value: 950
Treasure Type: None

  • Angelic Traits: The avenging angel benefits from the standard angel traits listed above.
  • Flaming Sword: The sword of an avenging angel burns with a holy flame, the damage it deals is magical fire.
  • Reformation: The first time an avenging angel is reduced to 0 hit points each hour, it disappears as if slain as angels oft do. At the start of the round two rounds later, it teleports into the battle (roll its hit points anew). The avenging angel can move and attack the round it reformed.
The warriors of retribution armed with a sword of flame and an iron will to continue to fight.


Lightning Angel
Armor Class: 14
Hit Dice: 7***
Attacks: 1×holy sword (3-18) or spell
To Hit: +6
Movement: 150' (50'), 300' {100') flying
Saving Throws: as Cleric 7
No. Appearing: 1-6 (1-10)
Morale: 10
Alignment: Lawful
XP Value: 1,650
Treasure Type: None

  • Angelic Traits: The lightning angel benefits from the standard angel traits listed above.
  • Lightning Bolt: The lightning angel can throw a bolt of lightning at will. This acts exactly like the spell of teh same name, except it deals 3-18 damage on a failed save (half on a passed save).
  • Thunder Sword: The sword of a lightning angel rages like a thunderstorm, the damage it deals is electricity.
  • Vigilant: Lightning angels are forever vigilant and are never caught off guard, and always win initiative on the first round of combat.
Serving the gods of the sky and storms, these angels call down bolts of lighting at will.


Requiem Angel
Armor Class: 15
Hit Dice: 10***
Attacks: 1×spell
To Hit: +8
Movement: 90' (30'), 150' (50') flying
Saving Throws: as Cleric 10
No. Appearing: 1 (1-4)
Morale: 10
Alignment: Lawful
XP Value: 3,000
Treasure Type: None

  • Angelic Traits: The requiem angel benefits from the standard angel traits listed above.
  • Turn Undead: The requiem angel turns undead as if it were a 14th-level cleric.
  • Summon Spirits: The requiem angel may call upon the spirits of the recently deceased to aid her in combat. Using this ability acts as a spell, and summons 0-2 (1d4-2) spirits. These spirits serve the requem angel and fight as wraiths who are lawful in alignment and cannot be turned.
The requiem angels sings a song that becalms the recently deceased, and guides their spirits home.

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