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Guardian Angel

by Jamie Baty

Dragon 180
Lost Souls reaching "eternal rest" past Limbo are still capable of affecting the world of the living. They could become servants of their chosen Immortals, or free entities in a separate plane. In either case, their goals could be very similar to those they had when alive in the Prime plane, in that they continue their struggle against the enemy (presumably Entropy), either defending their home plane against their foes or returning regularly to the Prime plane as "guardian angels" to protect their philosophy and help loyal followers. Guardian Angels are frequently found in Limbo to keep the forces of Entropy and Chaos from claiming victims loyal to the Angel's Immortal patron or philosophy.
Note, however, that guardian angels do not deliberately interact with other creatures in the Prime plane; stiff penalties threaten those who do.

Creating a Guardian Angel
Guardian Angel is an acquired template that can be added to any non-evil creature that leaves the Plane of Limbo to attain "eternal rest".

Size and Type: The Guardian Angel's type remains Deathless. Do not recalculate base attack bonus, saves, or skill points. The creature's size remains the same. It retains any subtypes it possesses. It uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Same as the base creature.

Armour Class: Same as the base creature.

Base Attack: Same as the base creature.

Attack: Same as the base creature.

Full Attack: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: A Guardian Angel keeps any special attacks of the base creature and gains the following:

Spell-like Abilities (Sp): A Guardian Angel may use the following spell-like abilities: 3/day: gate (planar travel only)

Special Qualities: A Guardian Angel retains the special qualities of the base creature except those gained from the Lost Soul template (which it loses). A Guardian Angel gains the following special qualities.

Damage Reduction (Su): A Guardian Angel has DR 10/magic and silver if Lawful or Neutral, or DR 10/magic and cold iron if Chaotic.

Beyond Living Eyes (Su): A Guardian Angel on the Prime Plane is completely invisible and undetectable by mortals and mortal magic. A Guardian Angel may suppress this as a free action.

Pain of Death (Ex): A Guardian Angel killed on the Prime Plane returns to its home plane and permanently loses 1d6 HD or levels. It must rest and recover for 1d8 days before undertaking any activity. A Guardian Angel killed on its home plane is permanently destroyed.

Prime Incorporeality (Ex): A Guardian Angel gains the Incorporeal subtype while on the Prime Plane.

Deathless Traits: A deathless has the following traits.
No Constitution score.
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charm compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
Not subject to critical hits, nonlethal damage, or ability drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution) as well as fatigue and exhaustion effects. Unlike undead, the deathless are subject to energy drain. Like living creatures, deathless are harmed by negative energy and healed by positive energy
Immunity to any effect that requires a Fortitude save, except for energy drain attacks, effects that also work on objects, and harmless effects.
Cannot use the run action.
Uses Charisma modifier for Concentration checks.
Not at risk of death from massive damage, but when reduced to 0 hp or less, it is immediately destroyed.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect the deathless if they are willing. These spells turn deathless creatures back into the living creatures they were before becoming deathless.
Evil clerics can turn or destroy deathless creatures as good clerics turn or destroy undead. Good clerics and paladins can rebuke, command, or bolster deathless creatures as evil clerics rebuke, command, or bolster undead.
Deathless creatures gain the same benefits from consecrate and hallow as undead do from desecrate and unhallow, and they are hindered by desecrate and unhallow as undead are by consecrate and hallow. Hide from undead and undeath to death also work against deathless. Detect undead and deathwatch also reveal deathless and allow the caster to distinguish deathless creatures from undead. Evil casters can be stunned by overwhelming auras of deathless creatures as good casters can be stunned by overwhelming undead auras. Use "undead" line in the detect evil spell description when deathless are in the area of detect good spell. Deathless are healed by disrupt undead and damaged by unholy water as undead are by holy water. Deathless are not affected by disrupting weapons. Spells that have greater than normal effect against undead creatures - including chill touch, magic stone, searing light, sunbeam, sunburst, and wall of fire - do not have these enhanced effects against deathless creatures. Deathless take only 1d6 points of damage per two caster levels from searing light. Spells such as command undead, control undead, create undead, create greater undead, and halt undead do not affect or create deathless creatures.
Proficient with its natural weapons and any weapons mentioned in its entries.
Proficient in whatever type of armour (light, medium, or heavy) it is described as wearing, as well as all lighter types. Deathless not listed as wearing armour are not proficient with armour.
Deathless do not breathe, eat, or sleep.

Saves: Base saves are the same as base creature.

Abilities: A Guardian Angel abilities are adjusted as follows: +2 Int, +4 Wis, and +4 Cha. As a deathless creature, a Guardian Angel has no Constitution score.

Skills: Same as the base creature.

Feats: Same as the base creature.

Environment: Outer Planes (Home plane is determined by Immortal patron or philosophy)

Organisation: Solitary

Challenge Rating: +2

Treasure: None

Alignment: As base creature.

Advancement: By character class.

Level Adjustment: +3