Half-Celestial (CR +4)

“Half-celestial” is an inherited or acquired template that can be added to any living, corporeal creature with an Intelligence score of 4 or more. A half-celestial creature retains the base creature’s statistics and special abilities except as noted here.

Racial Traits


Standard Traits

  • CR: +4 (80 CP total)
  • Hit Dice: The half-celestial adds 4 Hit Dice (d10) to the base creature's total Hit Dice. These are the base creature's half-celestial HD. These HD stack with the base creature's HD to determine the number of ability score increases, feats, racial feats, skill proficiency increases, and any abilities or traits that scale off of the creature's total HD except for its base attack bonus, base saving throw bonuses, and skill ranks (see traits below). (1 CP)
  • Alignment: Any good.
  • Type: The creature’s type changes to outsider (native). Do not recalculate the base creature's base attack bonus, base saving throw bonuses, and skill ranks.
  • Speed: The half-celestial gains a fly speed equal to the base creature’s base speed (good maneuverability). If the base creature already has a fly speed, its maneuverability increases to perfect. If its maneuverability is already perfect, its fly speed increases by 10 feet. (7 CP)
  • Ability Score Adjustment: +4 to two ability scores, +3 to one ability score, +2 to the remaining three. (34 CP)

Defense Racial Traits

  • Damage Reduction: The half-celestial has DR/magic equal to her total Hit Dice. If the base creature already has DR/magic, it gains a +4 racial bonus to it. (2 CP)
  • Disease Immunity: The half-celestial is immune to disease. (4 CP)
  • Energy Resistances: The half-celestial has acid, cold, and electricity resistance 5. At 5th Hit Die, and every 5 HD after, these resistances increase by 5. If the base creature already has any of these resistances, they increase by 5. (6 CP)
  • Natural Armor: The half-celestial has a natural armor bonus equal to its total Hit Dice. If the base creature already has a natural armor bonus, it gains a +4 racial bonus to it. (2 CP)
  • Poison Resistance: The half-celestial gains a racial bonus equal to her half of its total Hit Dice on saving throws against poison. If the base creature already has a racial bonus against poison, it gains advantage on their saving throw. (1 CP)
  • Saving Throws: The half-celestial increases the base creature's base save bonus of two saving throws of her choice by 4. (2 CP)
  • Spell Resistance: The half-celestial has spell resistance equal to 6 + its total Hit Dice. If the base creature already has spell resistance, it uses whichever starting SR value is higher before adding its total HD, and a bonus increase of 5. (2 CP)

Feat and Skill Racial Traits

  • Skill Ranks: The half-celestial gains 6 + Intelligence modifier skill ranks per half-celestial Hit Die. (2 CP)

Magical Racial Traits

  • Cleric Spells Known: The half-celestial can cast the spells under Table: Half-Celestial Spells Known as a good cleric with a level equal to her total Hit Dice. The half-celestial chooses which spells as its spells known, up to the number of spells per day of its cleric level. The half-celestial gains bonus spells based on her Wisdom score, and can choose cleric spells outside of the spells known list as long as a good cleric can cast them. The spells' DCs are Wisdom-based. (10 CP)
Table: Half-Celestial Spells Known
Level Spells
0 create water, guidance, light, stabilize
1st bless, celestial healing, detect evil, protection against evil
2nd aid, align weapon (good), communal protection from evil, sacred space
3rd magic circle against evil, remove disease, sacred bond, symbol of healing
4th greater celestial healing, holy smite, neutralize poison, lesser planar ally (celestials only)
5th angelic aspect, dispel evil, hallow, sanctify weapons
6th eagle soul, heal, heroes' feast, planar ally (celestials only)
7th greater restoration, holy word, regenerate, resurrection
8th greater angelic aspect, greater planar ally (celestials only), holy aura, quintessence mastery (good planes only)
9th gate (good planes and Midrealm only), mass heal, overwhelming presence, true resurrection

Offense Racial Traits

  • Base Attack Bonus: The half-celestial increases the base creature's base attack bonus by 4. (1 CP)
  • Smite Evil (Su): As a simple action a number of times per day equal to its total Hit Dice, the half-celestial can smite evil as a paladin of the same level as its total HD. The smite persists until target is dead or the half-celestial rests. (4 CP)

Senses Racial Traits

  • Darkvision: The half-celestial can see perfectly in the dark for up to 60 feet. At 7th Hit Die, and every 7 HD after, this range increases by 30 feet. If the base creature already has darkvision, its range increases by 30 feet. (2 CP)
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