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 Over-Category: Fideophage 
 Kingdom: Celestial 
Celestials and Fiends are Fideophages, who endure and sustain their existence by harnessing worship and belief but sometimes emotion as well. Mere consideration that a creature could exist by only a dozen people may be enough to sustain one. Starvation because of a lack of belief varies in time based on the power and strength of the entity in question.
Celestials are creatures who are native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels and even pegasi. These beings do not sleep, eat food or breath. They cannot be affected by poison or smite. Also all mind-affecting effects (charms, compulsions, illusions, phantasms, intimidation, interrogation, etc) do not work on them.

Qerab Angel 

A qerab angel is a battle-warrior of the celestial entities. These 8-foot tall beings are capable of mystical flight and other defiance of gravity. Additionally, they cannot be poisoned by earthly means, as well as being resistant to fire, cold, necrotic and smite damage. A qerab angel attacks with its large flaming sword as a 3d20 attack which inflicts fire damage. Further, a magic weapon is required to harm a qerab angel. All angels have normal vision, darkvision and spirit sight.

Notes: Flight: 100; Tell-Tale; Laying on Hands)
Body: 72 ( STR:16, AGIL:16, RESIL:16 )
Mind: 40 ( LOGIC:9, PERC:9, JUDG:9 )
Spirit: 54 ( WILL:12, FAITH:12, MUSE:12 )
Movement: 100 feet
Size Category: Large (+1 to hit)
Protection Points: 20 (+2 from shield)
Guard Roll Dice: d4 & d4
Attack: Flame-Sword (melee)
Number of d20s: 3
To-Hit Modifier: +12 (not including size bonus)
Damage Type: fire
Damage: 8 to 10 pts
Spinning Moves