Sidræ

celestial · CR 8 · from Book of Beasts I · by Robert J. Hall
Sidræ
StatisticValue
Size/TypeMedium Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice8d8+16 (52 hp)
Initiative+8
Speedfly 60 ft. (perfect) (10 squares)
Armor Class17 (+4 Dex, +3 deflection), touch 17, flat-footed 13
Base Attack/Grapple+8/―
AttackIncorporeal touch +12 melee (1d6)
Full AttackIncorporeal touch +12 melee (1d6)
Space/Reach5 ft./5 ft.
Special AttacksSpell-like abilities
Special QualitiesAura of menace, damage reduction 10/evil and magic, darkvision 60 ft., incorporeal traits, magic circle against evil, spell resistance 23, teleport, tongues, elemental aspects
SavesFort +8, Ref +10, Will +9
AbilitiesStr ―, Dex 18, Con 14, Int 15, Wis 16, Cha 17
SkillsConcentration +12, Hide +19, Listen +16, Knowledge (any one) +12, Move Silently +19, Perform +9, Sense Motive +10, Spellcraft +7, Spot +16.
FeatsAlertness, Improved Initiative, Lightning Reflexes
EnvironmentAny lawful-good aligned plane
OrganizationSolitary, pair, or squad (3–5)
Challenge Rating9
TreasureNone
AlignmentAlways lawful good
Advancement9–14 HD (Medium); 15–20 HD (Large)
Level Adjustment+6

Description

This creature is a slender fey with a ghostly, translucent form. She has delicate features, faint gossamer wings, and long white hair that floats in a cloud about her head. Around her a swirling cloud of sparkling motes perform a mesmerizing dance.

In her native form this beautiful celestial appears as a translucent, silvery fey-like spirit with gossamer wings and long, white hair that gently floats in a nimbus around her head. A cloud of sparkling particles constantly surrounds the spirit, dancing and swirling about.

The sidræ archon can choose to become corporeal in any of four different elemental forms, and can use each form once per day. If a form is destroyed, it instantly vanishes in a silvery cloud and the sidræ archon returns to its spirit form unharmed. However, following this transformation, it remains subject to any existing spells or magic that affects an incorporeal being.

An sidræ archon views itself as a caretaker and protector of the innocent. While it strongly favors justice, it will leave the work of pursuing and destroying evil to others. Instead it employs its powers in a defensive role, and is usually called upon to ward a vulnerable location or individual.

Sidræ archon speak Celestial, Infernal, and Draconic, but can speak with almost any creature because of their tongues ability.

Combat

The sidræ archon fights by closing with a foe and assuming one of its elemental aspects. Normally it will first form an ice aspect, followed by the mist, crystal, and fiery aspects. If the opponent is still not dealt with after the final form is lost, the sidræ archon will attempt to retreat to seek aid.

Any of the sidræ archon's natural weapons are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: At will―aid, cure moderate wounds, detect magic, dispel magic, neutralize poison, remove disease, and see invisibility. Caster level 12th. These can also be cast in any of the elemental aspect forms (see below.)

Aura of Menace (Su): Will DC 14 negates.

Elemental Aspects (Su): As a standard action, assume any of the following physical forms once per day, or return to its native form. While in a particular form it has the properties listed below.

A sidræ archon remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but when a form is destroyed the sidræ archon automatically returns to its spirit form and recovers any damage suffered while corporeal. A true seeing spell or ability reveals both forms simultaneously.

Skills: Sidræ archon gain a +4 racial bonus to Hide checks.

Icy Aspect

This corporeal, elf-like form is made from deep blue ice. It is identical to the spirit sidræ archon except as noted below.

StatisticValue
Hit Dice8d8+16 (52 hp)
Initiative+6
Speed40 ft. (8 squares)
Armor Class20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple+8/+11
AttackSlam +11 melee (1d6+3 plus 1d6 cold)
Full Attack2 slams +11 melee (1d6+3 plus 1d6 cold)
Special AttacksCold, spell-like abilities
Special QualitiesAura of menace, cold immunity, damage reduction 20/evil and magic, darkvision 60 ft., magic circle against evil, spell resistance 23, teleport, tongues, sidrae forms
SavesFort +8, Ref +8, Will +9
AbilitiesStr 16, Dex 14, Con 14, Int 15, Wis 16, Cha 17

Cold (Ex): An ice sidræ archon's body is intensely cold, so it's unarmed attacks deal extra cold damage.

Spell-Like Abilities: 1/day―ice storm (DC 17) and wall of ice. Caster level 12th. The save DCs are Charisma-based.

Mist Aspect

A glowing nymph-like form with four arms and made from a solid, electrically charged mist. It is identical to the spirit sidræ archon except as noted below.

StatisticValue
Hit Dice8d8+16 (52 hp)
Initiative+8
Speed50 ft. (10 squares)
Armor Class20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple+8/+9
AttackSlam +9 melee (1d4+1 plus 1d8 shock)
Full Attack2 slams +9 melee (1d4+1 plus 1d8 shock)
Special AttacksShock, spell-like abilities
Special QualitiesAura of menace, electricity and sonic immunity, damage reduction 20/evil and magic, darkvision 60 ft., magic circle against evil, spell resistance 23, teleport, tongues, sidrae forms
SavesFort +8, Ref +10, Will +9
AbilitiesStr 12, Dex 18, Con 14, Int 15, Wis 16, Cha 17

Shock (Ex): A misty sidræ archon's body is charged with electricity, so it's unarmed attacks deal extra electricity damage.

Spell-Like Abilities: 1/day―chain lightning (DC 19) and solid fog. Caster level 12th.

Crystalline Aspect

This elf-like form has a glistening body made from smooth, translucent gray stone. It is identical to the spirit sidræ archon except as noted below.

StatisticValue
Hit Dice8d8+16 (52 hp)
Initiative+4
Speed30 ft. (6 squares)
Armor Class25 (+15 natural), touch 10, flat-footed 25
Base Attack/Grapple+8/+15
AttackClaw +15 melee (1d8+7)
Full Attack2 claws +15 melee (1d8+7)
Special AttacksShock, spell-like abilities
Special QualitiesAura of menace, acid immunity, damage reduction 20/evil and magic, darkvision 60 ft., magic circle against evil, spell resistance 23, teleport, tongues, sidrae forms
SavesFort +8, Ref +6, Will +9
AbilitiesStr 24, Dex 10, Con 14, Int 15, Wis 16, Cha 17

Spell-Like Abilities: 1/day―transmute rock to mud (DC 18) and wall of stone. Caster level 12th.

Fiery Aspect

This fiery humanoid form vaguely resembles a dryad. It is identical to the spirit sidræ archon except as noted below.

StatisticValue
Hit Dice8d8+16 (52 hp)
Initiative+7
Speed50 ft. (10 squares)
Armor Class19 (+3 Dex, +6 natural), touch 13, flat-footed 16
Base Attack/Grapple+8/+12
AttackSlam +12 melee (1d4+4 plus 1d6 fire)
Full Attack2 slams +12 melee (1d4+4 plus 1d6 fire)
Special AttacksHeat, spell-like abilities
Special QualitiesAura of menace, fire immunity, damage reduction 20/evil and magic, darkvision 60 ft., magic circle against evil, spell resistance 23, teleport, tongues, sidrae forms
SavesFort +8, Ref +13, Will +9
AbilitiesStr 18, Dex 16, Con 14, Int 15, Wis 16, Cha 17

Heat (Ex): A fiery sidræ archon's body is intensely hot, so it's unarmed attacks deal extra fire damage.

Spell-Like Abilities: 1/day―flame strike (DC 18) and wall of fire (DC 17). Caster level 12th.

Advanced Benefits

In addition to the standard changes due to Hit Dice advancement, sidræ archons also gain the following special benefits.

  • Spell resistance equals creature's HD + 15 (maximum 30).
  • The Hit Dice of all elemental aspects equals the Hit Dice of the sidræ archon.
  • The save DC of aura of menace is equal to 12 + ½ HD + Charisma modifier.
  • The caster level of magic circle against evil is equal to the Hit Dice.
  • 9+ HD ― Add to base spell-like abilities: 1/day―true seeing.
  • 10+ HD ― Add to crystal aspect spell-like abilities: 1/day―spike stones.
  • 12+ HD ― Add to spell-like abilities: 1/day―cure serious wounds.
  • 13–16 HD ― The caster level of all spell-like abilities increases to 14th level.
  • 14+ HD ― Add to icy aspect spell-like abilities: 1/day―cone of cold.
  • 16+ HD ― Add to mist aspect spell-like abilities: 1/day―acid fog. The changes due to size increase apply to all elemental aspects.
  • 17+ HD ― The caster level of all spell-like abilities equals the Hit Dice.
  • 18+ HD ― Add to fiery aspect spell-like abilities: 1/day―fire storm.
  • 20 HD ― Add to spell-like abilities: 1/day―cure critical wounds.

Also in this section of the source

Astral Frigate

Author: Robert J. Hall.

StatisticValue
Size/TypeHuge Magical Beast (Incorporeal)
Hit Dice8d10+40 (84 hp)
Initiative+3
SpeedFly 180 ft. (36 squares) (poor)
Armor Class10 (-2 size, -1 Dex, +3 deflection), touch 10, flat-footed 10
Base Attack/Grapple+8/―
AttackIncorporeal touch +5 melee (2d6 fire)
Full AttackIncorporeal touch +5 melee (2d6 fire)
Space/Reach15 ft./10 ft.
Special AttacksFly-through, energy burn, breath weapon
Special QualitiesIncorporeal traits, magic sense, immunity to polymorph and petrification
SavesFort +11, Ref +5, Will +4
AbilitiesStr ―, Dex 8, Con 21, Int 3, Wis 14, Cha 17
SkillsListen +8, Survival +7
FeatsBlind-Fight, Endurance, Improved Initiative
EnvironmentAstral Plane
OrganizationSolitary or pair
Challenge Rating9
TreasureNone
AlignmentAlways neutral
Advancement9–12 HD (Huge), 13–18 HD (Gargantuan)
Level Adjustment―

A sleek, gigantic form glides slowly and gracefully through the astral medium, its faint, insubstantial body outlined by a net of glowing silvery lines. It trails a long, feathered tail and has a great, gawking mouth at the end of its neck.

This giant, lumbering creature resembles a huge, four-winged bird with a sleek, sinuous body, long tail feathers and a beak-less, gawking orifice that serves as a mouth. The astral frigate is insubstantial and translucent, but each of the bodily features are limned by silvery traces of energy that glows with a slightly violet hue. It continually glides through the astral medium, consuming morsels of magical energy along its path.

The astral frigate is a solitary creature that spends most of its lengthy life moving through the astral medium, only rarely meeting one of its own kind. When it does so, the hermaphroditic frigates pause briefly to mate. They each lay their eggs in swirling eddies of energy found within the astral plane, and then defend the surrounding territory until the eggs hatch. Once the infants can fly on their own, the frigates return to their itinerant existence.

Combat

As the astral frigate does not readily comprehend the nature of solid matter, it can mistake any magical items a creature is carrying for concentrations of its favorite food stuffs and strike without realizing it is attacking a living being. As the body of this creature is only slightly corporeal in nature, it will pass right through a solid mass, inflicting burning wounds with its energized body.

The astral frigate possesses a breath weapon that it uses to defend itself. This weapon produces wispy, curling vortices of energy that inflict vibrational burning sonic damage in corporeal creatures. If this weapon fails to subdue its attackers, it will seek to escape.

Fly-Through (Ex): The astral frigate can fly through squares occupied by corporeal creatures without impediment, although it provokes an attack of opportunity when it does so. It continually dispels any magic in the spaces it moves through as the dispel magic spell (caster level 8th).

Energy Burn (Ex): The mere touch of an astral frigate deals 2d6 fire damage. Creatures hitting an astral frigate with natural weapons or unarmed attacks take fire damage as though hit by the frigate's incorporeal touch attack.

Breath Weapon (Ex): 60-foot cone, once every 1d3 rounds, damage 4d6 sonic, Reflex DC 19 half. The save DC is Constitution-based. For non-corporeal targets this weapon inflicts fire damage.

Magic Sense (Ex): An astral frigates can sense the location and strength of magic auras within 120 feet as the arcane sight spell (caster level 8th) and it can use this ability to target attacks.

Astral frigates are otherwise completely blind, and any creatures or objects that do not have magical auras receive total concealment.

Advanced Benefits

In addition to the standard changes due to Hit Dice advancement, astral frigates also gain the following special benefits.

  • The caster level of the fly-through dispel magic ability is equal to the Hit Dice.
  • The caster level of the magic sense ability is equal to the Hit Dice.
  • The save DC of the breath weapon is equal to 10 + ½ HD + Constitution modifier.
  • 9–12 HD ― The deflection bonus improves to +5.
  • 11–14 HD ― Energy burn deals 2d8 fire damage.
  • 12–13 HD ― The breath weapon deals 5d6 sonic damage.
  • 13–15 HD ― The deflection bonus improves to +7.
  • 14–16 HD ― The breath weapon deals 6d6 sonic damage.
  • 15+ HD ― Energy burn deals 3d6 fire damage.
  • 16+ HD ― The deflection bonus improves to +9.
  • 17+ HD ― The breath weapon deals 7d6 sonic damage.

All 820 monsters in the Netbook Bestiary