Monsters (C)
Sections:
.Celestial
...Celestial qualities
..Lantern archons
..Hound archon
..Avoral
..Ghaele
..Trumpet archon
..Astral deva
..Planetar
..Solar
.Centaur
...Centaur characters
.Chaos beast
.Chimera
.Choker
.Chuul
.Cloaker
.Cockatrice
.Couatl
Tables:
.Celestial
.Chimera Breath
Monsters (C)
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.


Celestial

Celestial
Lantern Archon Hound Archon Avoral (Guardinal) Ghaele (Eladrin) Trumpet Archon Astral Deva Planetar Solar
Type Small Outsider (Good, Lawful) Medium-Size Outsider (Good, Lawful) Medium-Size Outsider (Good) Medium-Size Outsider (Chaotic, Good) Medium-Size Outsider (Good, Lawful) Medium-Size Outsider (Good) Large Outsider (Good) Large Outsider (Good)
Hit Dice 1d8 (4 hp) 6d8+6 (33 hp) 7d8+7 (38 hp) 10d8+20 (65 hp) 12d8+12 (66 hp) 12d8+48 (102 hp) 14d8+70 (133 hp) 22d8+110 (209 hp)
Initiative +4 (Improved Initiative) +4 (Improved Initiative) +7 (+3 Dex, +4 Improved Initiative) +5 (+1 Dex, +4 Improved Initiative) +7 (+3 Dex, +4 Improved Initiative) +8 (+4 Dex, +4 Improved Initiative) +8 (+4 Dex, +4 Improved Initiative) +9 (+5 Dex, +4 Improved Initiative)
Speed Fly 60 ft. (perfect) 40 ft. or 60 ft.* 40 ft., fly 90 ft. (good) 50 ft., fly 150 ft. (perfect) 40 ft., Fly 90 ft. (good) 50 ft., fly 100 ft. (good) 30 ft., fly 90 ft. (good) 50 ft., fly 150 ft. (good)
AC 15 (+1 size, +4 natural) 19 (+9 natural) 21 (+3 Dex, +8 natural) 25 (+1 Dex, +14 natural) 27 (+3 Dex, +14 natural) 29 (+4 Dex, +15 natural) 32 (-1 size, +4 Dex, +19 natural) 35 (-1 size, +5 Dex, +21 natural)
Attacks 2 light rays +2 ranged touch Bite +8 melee, 2 slams +3 melee; or greatsword +8/+3 melee, bite +3 melee 2 claws +9 melee; or 2 wings +9 melee +4 greatsword +21/+16 melee; or 2 light rays +11 ranged touch +4 greatsword +21/+16/+11 melee +21/+16/+11 melee +3 heavy mace of disruption +3 greatsword +23/+18/+13 melee +5 dancing, vorpal greatsword or +2 mighty composite longbow (+5) +35/+30/+25/+20/15 melee; +28/+23/+18/+13/+8 ranged
Damage Light ray 1d6 Bite 1d8+2, slam 1d4+1; greatsword 2d6+2, bite 1d8+1 Claw 2d6+2; wing 2d8+2 +4 greatsword 2d6+14 and positive energy; light ray 2d12 +4 greatsword 2d6+11 1d8+12 and stun +3 heavy mace of disruption +3 greatsword 2d6+13 +5 dancing, vorpal greatsword 2d6+18; +2 mighty composite longbow (+5) 1d8+7 and slaying
Face/Reach 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./10 ft. 5 ft. by 5 ft./10 ft.
Special Attacks Spell-like abilities Spell-like abilities Spell-like abilities, fear aura Spell-like abilities, spells, gaze, positive energy Spell-like abilities, spells, trumpet Stun, spell-like abilities Spell-like abilities, spells Spell-like abilities, spells
Special Qualities Damage reduction 20/+1, celestial qualities Damage reduction 10/+1, SR 16, celestial qualities, scent, alternate form Damage reduction 10/+1, SR 25, celestial qualities, lay on hands, animal telepathy, true seeing Damage reduction 25/+3, SR 28, celestial qualities, alternate form Damage reduction 10/+1, SR 29, celestial qualities Damage reduction 10/+1, SR 30, celestial qualities, uncanny dodge Damage reduction 30/+3, SR 30, celestial qualities, fast healing 10 Damage reduction 35/+4, SR 32 celestial qualities, fast healing 15
Saves Fort +2, Ref +2, Will +2 Fort +6, Ref +5, Will +6 Fort +6, Ref +8, Will +8 Fort +9, Ref +8, Will +10 Fort +9, Ref +11, Will +11 Fort +12, Ref +12, Will +12 Fort +14, Ref +13, Will +15 Fort +18, Ref +18, Will +20
Abilities Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10 Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12 Str 15, Dex 17, Con 12, Int 15, Wis 16, Cha 16 Str 25, Dex 12, Con 15, Int 17, Wis 16, Cha 16 Str 20, Dex 17, Con 13, Int 16, Wis 16, Cha 16 Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20 Str 25, Dex 19, Con 20, Int 22, Wis 23, Cha 22 Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25
Skills - Concentration +8, Hide +7*, Jump +9, Listen +8, Move Silently +7, Sense Motive +8, Spot +7, Wilderness Lore +1* Animal Empathy +10, Concentration +8, Hide +10, Knowledge (any two) or Craft (any two) +9, Listen +10, Move Silently +10, Sense Motive +10, Spellcraft +9, Spot +18 Animal Empathy +13, Concentration +12, Escape Artist +11, Hide +11, Knowledge (any three) or Craft (any three) +13, Listen +15, Move Silently +11, Sense Motive +13, Spot +15 Animal Empathy +15, Concentration +13, Escape Artist +15, Hide +15, Knowledge (any three) +15, Listen +15, Move Silently +15, Sense Motive +15, Spot +15 Concentration +19, Escape Artist +19, Hide +19, Knowledge (any three) or Craft (any three) +17, Listen +25, Move Silently +19, Sense Motive +19, Spot +25 Concentration +16, Escape Artist +20, Concentration +16, Escape Artist +30, Hide +17, Knowledge (any five) or Craft (any five) +21, Listen +23, Move Silently +17, Sense Motive +23, Search +19, Spot +23 Hide +26, Knowledge (any five) or Craft (any five) +28, Listen +32, Move Silently +30, Search +30, Sense Motive +32, Spellcraft +19, Spot +32
Feats Improved Initiative Improved Initiative, Track Improved Initiative, Flyby Attack Alertness, Blind-Fight, Improved Initiative Blind-Fight, Cleave, Improved Initiative, Power Attack Alertness, Cleave, Improved Initiative, Power Attack Blind-Fight, Cleave, Improved Initiative, Power Attack Cleave, Dodge, Great Cleave, Improved Initiative, Mobility, Power Attack
Climate/Terrain Any land and underground Any land and underground Any land and underground Any land and underground Any land and underground Any land and underground Any land and underground Any land and underground
Organization Solitary, pair, or squad (3-5) Solitary, pair, or squad (3-5) Solitary, pair, or squad (3-5) Solitary, pair, or squad (3-5) Solitary, pair, or squad (3-5) Solitary, pair, or squad (3-5) Solitary or pair Solitary or pair
Challenge Rating 2 4 9 13 14 14 16 19
Treasure None No coins; double goods; standard items No coins; double goods; standard items No coins; double goods; standard items No coins; double goods; standard items No coins; double goods; standard items No coins; double goods; standard items No coins; double goods; standard items
Alignment Always lawful good Always lawful good Always neutral good Always chaotic good Always lawful good Always good (any) Always good (any) Always good (any)
Advancement 2-4 HD (Small) 7-9 HD (Medium-size); 10-18 HD (Large) 8-14 HD (Medium-size); 15-21 HD (Large) 11-15 HD (Medium-size); 16-30 HD (Large) 13-18 HD (Medium-size); 19-36 HD (Large) 13-18 HD (Medium-size); 19-36 HD (Large) 15-21 HD (Large); 22-42 HD (Huge) Celestials speak Celestial, Infernal, and Draconic. 23-33 HD (Large); 34-66 HD (Huge)

Celestial qualities

Lantern archons

Hound archon

Avoral

Their visual acuity is unbelievable: They can see detail on objects up to 10 miles away and are said to be able to discern the color of a creature's eyes at 200 paces.

Ghaele

Trumpet archon

Astral deva

Planetar

Solar


Centaur

Large Monstrous Humanoid
Centaurs speak Sylvan and Elven.

Centaurs usually don't provoke a fight. Their normal response to aggression is swift retreat, perhaps launching a few arrows to discourage pursuit. Against creatures dangerous to their communities, they use much the same tactics, except that about half their number will circle around to lie in ambush or attack the foe from the rear.

Centaur characters

Centaurs sometimes become bards, rangers, or druids. Their favored class is ranger. Centaur rangers often choose a magical beast or some variety of humanoid as their favored enemy. Centaur clerics can choose any two of the following domains: Animal, Good, and Plant.

Chaos beast

Medium-Size Outsider (Chaotic)
Chaos beasts do not speak.

Regardless of form, the creature seems unable to manage more than two attacks per round. Its continual transmutations prevent the coordination needed to do more.

Chimera

Large Magical Beast
Chimeras can speak Draconic but seldom bother to do so, except when toadying to more powerful creatures.

A deadly foe, the chimera prefers to surprise prey. It often swoops down from the sky or lies concealed until it charges. The dragon head can loose a breath weapon instead of biting. Several chimeras attack in concert.
Breath Weapon (Su): Every 1d4 rounds, damage 3d8, Reflex half DC 17. Use all rules for dragon breath of the appropriate variety (see the Dragon entry) except as specified in the table below.
To determine the head color and breath weapon randomly, roll 1d10 and consult the table.
Chimera Breath
1d10 Head Color Breath Weapon
1-2 Black Line of acid*
3-4 Blue Line of lightning
5-6 Green Cone of gas**
7-8 Red Cone of fire
9-10 White Cone of cold
*A line is always 5 feet high, 5 feet wide, and 40 feet long.
**A cone is always 20 feet long.
Skills: The chimera's three heads give it a +2 racial bonus to Spot and Listen checks.

Choker

Small Aberration
Chokers speak Undercommon.

A choker likes to perch near the ceiling, often at intersections, archways, wells, or staircases, and reach down to attack its prey.

Chuul

Large Aberration

A chuul prefers to wait by the shore, submerged in murky water, until it hears nearby prey (in or out of the water) that it can attack with surprise. A chuul facing multiple opponents grabs with its claws and crushes its foes, then passes one opponent to its tentacles. It tries to always have one claw free, so if it faces a great number of opponents, it drops paralyzed or dead victims without eating them and continues grabbing, crushing, and paralyzing the rest.

Cloaker

Large Aberration

Cloakers usually lie still, watching and listening for prey. If facing a single opponent, a cloaker uses its engulf attack. Against multiple foes, it lashes with its tail in concert with its moan and shadow shift abilities to reduce the opposition's numbers, then engulfs a survivor. Multiple cloakers usually split up, leaving one or two behind to use special abilities while the rest attack.

Cockatrice

Small Magical Beast

The cockatrice fiercely attacks anything that it deems a threat to itself or its lair. Flocks of cockatrices do their utmost to overwhelm and confuse their foes, and sometimes fly directly into their opponents' faces.

Couatl

Large Outsider (Good, Lawful)
Couatls speak Common, Draconic, and Celestial and also have the power of telepathy.

A couatl seldom attacks without provocation, though it always attacks evildoers caught red-handed. Since it is highly intelligent, a couatl usually casts spells from a distance before closing. If more than one couatl is involved, they discuss their strategy before a battle.