The page index above lists several sample Celestial creatures presented here. This particular list includes all celestial creatures that can be conjured with summon monster spells. See the Celestial Creature template for information on creating these and which creature types can use this template.
Because all celestial creatures gain an Intelligence of at least 3, vermin with the celestial template lose their mindless trait but gain feats and skills appropriate to that Intelligence score. In most cases the skill points are split evenly (and arbitrarily) between Listen and Spot.
Except for the celestial lion, sources always refer to the original creature before the celestial template was added.
All celestial creatures receive the following special attack.
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. A nonevil foe does not receive this extra damage and the smite attack is wasted for the day against such a foe.
| Hit Dice: | 1d8+2 (6 hp) |
| Initiative: | +3 |
| Speed: | 30 ft. (6 squares), burrow 10 ft. |
| Armor Class: | 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 |
| Base Attack/Grapple: | +0/–5 |
| Attack: | Claw +4 melee (1d2–1) |
| Full Attack: | 2 claws +4 melee (1d2–1) and bite –1 melee (1d3–1) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Rage, smite evil (+1 dmg 1/day) |
| Special Qualities: | Darkvision 60 ft., low-light vision, resistance to acid, cold, and electricity 5, scent, spell resistance 6 |
| Saves: | Fort +4, Ref +5, Will +1 |
| Abilities: | Str 8, Dex 17, Con 15, Int 3, Wis 12, Cha 6 |
| Skills: | Escape Artist +7, Listen +3, Spot +3; racial bonuses |
| Feats: | Track [bonus], Weapon Finesse |
| Environment: | Any good-aligned plane |
| Organization: | Solitary, pair, or cete (3–5) |
| Challenge Rating: | ½ |
| Treasure: | None |
| Advancement: | 2 HD (Small) |
| Alignment: | Always good (any) |
| Level Adjustment: | — |
The celestial badger is a furry animal with a squat, powerful body. Its strong forelimbs are armed with long claws for digging.
An adult badger is 2 to 3 feet long and weighs 25 to 35 pounds.
Celestial badgers attack with their sharp claws and teeth.
Rage (Ex): A celestial badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.
Skills: A celestial badger has a +4 racial bonus on Escape Artist checks.
Three general varieties of celestial bear are presented here. One of these varieties can often substitute for other sorts not described here.
The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Celestial Bear, Black Medium Magical Beast (Augmented Animal, Extraplanar) |
Celestial Bear, Brown Large Magical Beast (Augmented Animal, Extraplanar) |
Celestial Bear, Polar Large Magical Beast (Augmented Animal, Extraplanar) |
|
|---|---|---|---|
| Hit Dice: | 3d8+6 (19 hp) | 6d8+24 (51 hp) | 8d8+32 (68 hp) |
| Initiative: | +1 | +1 | +1 |
| Speed: | 40 ft. (8 squares) | 40 ft. (8 squares) | 40 ft. (8 squares), swim 30 ft. |
| Armor Class: | 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 | 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 | 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 |
| Base Attack/Grapple: | +2/+6 | +4/+16 | +6/+18 |
| Attack: | Claw +6 melee (1d4+4) | Claw +11 melee (1d8+8) | Claw +13 melee (1d8+8) |
| Full Attack: | 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2) | 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4) | 2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4) |
| Space/Reach: | 5 ft./5 ft. | 10 ft./5 ft. | 10 ft./5 ft. |
| Special Attacks: | Smite evil (+3 dmg 1/day) | Improved grab, smite evil (+6 dmg 1/day) | Improved grab, smite evil (+8 dmg 1/day) |
| Special Qualities: | Darkvision 60 ft., low-light vision, resistance to acid, cold, and electricity 5, scent, spell resistance 8 | Damage reduction 5/magic, darkvision 60 ft., low-light vision, resistance to acid, cold, and electricity 5, scent, spell resistance 11 | Damage reduction 5/magic, darkvision 60 ft., resistance to acid, cold, and electricity 10, low-light vision, scent, spell resistance 13 |
| Saves: | Fort +5, Ref +4, Will +2 | Fort +9, Ref +6, Will +3 | Fort +10, Ref +7, Will +3 |
| Abilities: | Str 19, Dex 13, Con 15, Int 3, Wis 12, Cha 6 | Str 27, Dex 13, Con 19, Int 3, Wis 12, Cha 6 | Str 27, Dex 13, Con 19, Int 3, Wis 12, Cha 6 |
| Skills: | Climb +4, Listen +4, Spot +4, Swim +8; racial bonuses | Listen +4, Spot +7, Swim +12; racial bonuses | Hide –2, Listen +5, Spot +7, Swim +16; racial bonuses |
| Feats: | Endurance, Run | Endurance, Run, Track | Endurance, Run, Track |
| Environment: | Any good-aligned plane | Any good-aligned plane | Any good-aligned plane |
| Organization: | Solitary or pair | Solitary or pair | Solitary or pair |
| Challenge Rating: | 2 | 5 | 6 |
| Treasure: | None | None | None |
| Alignment: | Always good (any) | Always good (any) | Always good (any) |
| Advancement: | 4–5 HD (Medium) | 7–10 HD (Large) | 9–12 HD (Large) |
| Level Adjustment: | — | — | — |
Black Bear • Brown Bear • Polar Bear
The celestial black bear is a forest-dwelling omnivore that usually is not dangerous unless an interloper threatens its cubs or food supply. Celestial black bears can be pure black, blond, or cinnamon in color and are rarely more than 5 feet long.
Celestial brown bears are massive carnivores weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-tempered and territorial. This bear’s statistics can be used for almost any big bear, including the grizzly.
Celestial polar bears are long, lean carnivores are slightly taller than celestial brown bears.
A celestial bear attacks by tearing at opponents with its claws and teeth.
The natural weapons of celestial bears of 4 HD or more HD are treated as magic weapons for the purpose of overcoming damage reduction.
Improved Grab (Ex): To use this ability, a celestial brown or celestial polar bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Skills: A celestial black or celestial brown bear has a +4 racial bonus on Swim checks.
A celestial polar bear has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
A celestial polar bear’s white coat bestows a +12 racial bonus on Hide checks in snowy areas.
Source: Monster Manual (version 3.5), page 269.
| Hit Dice: | 5d8+15 (37 hp) |
| Initiative: | +0 |
| Speed: | 40 ft. (8 squares) |
| Armor Class: | 13 (–1 size, +4 natural), touch 9, flat-footed 13 |
| Base Attack/Grapple: | +3/+13 |
| Attack: | Gore +8 melee (1d8+9) |
| Full Attack: | Gore +8 melee (1d8+9) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | Smite evil (+5 dmg 1/day), stampede |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., low-light vision, resistance to acid, cold, and electricity 5, scent, spell resistance 10 |
| Saves: | Fort +7, Ref +4, Will +1 |
| Abilities: | Str 22, Dex 10, Con 16, Int 3, Wis 11, Cha 4 |
| Skills: | Listen +7, Spot +5 |
| Feats: | Alertness, Endurance |
| Environment: | Any good-aligned plane |
| Organization: | Solitary or herd (6–30) |
| Challenge Rating: | 3 |
| Treasure: | None |
| Alignment: | Always good (any) |
| Advancement: | 6–7 HD (Large) |
| Level Adjustment: | — |
These herd animals can be aggressive when protecting young and during the mating season, but they generally prefer flight to fighting.
A celestial bison stands more than 6 feet tall at the shoulder and is 9 to 12 feet long. It weigh 1,800 to 2,400 pounds. The celestial bison’s statistics can be used for almost any large herd animal.
The natural weapons of celestial bisons are treated as magic weapons for the purpose of overcoming damage reduction.
Stampede (Ex): A frightened herd of celestial bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five celestial bison in the herd (Reflex DC 18 half). The save DC is Strength-based.
Source: Monster Manual (version 3.5), page 269.
| Hit Dice: | 3d8+15 (28 hp) |
| Initiative: | +3 |
| Speed: | 30 ft. (6 squares), burrow 10 ft. |
| Armor Class: | 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 |
| Base Attack/Grapple: | +2/+4 |
| Attack: | Claw +4 melee (1d4+2) |
| Full Attack: | 2 claws +4 melee (1d4+2) and bite –1 melee (1d6+1) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Rage, smite evil (+3 dmg 1/day) |
| Special Qualities: | Darkvision 60 ft., low-light vision, resistance to acid, cold, and electricity 5, scent, spell resistance 8 |
| Saves: | Fort +7, Ref +6, Will +4 |
| Abilities: | Str 14, Dex 17, Con 19, Int 3, Wis 12, Cha 10 |
| Skills: | Listen +6, Spot +6 |
| Feats: | Alertness, Toughness, Track [bonus] |
| Environment: | Any good-aligned plane |
| Organization: | Solitary or cete (2–5) |
| Challenge Rating: | 2 |
| Treasure: | None |
| Alignment: | Always good (any) |
| Advancement: | 4–9 HD (Large) |
| Level Adjustment: | — |
This squat, muscular creature is covered in wild, thick fur. Its stout legs end in clawed feet, and its pointed snout has a wide mouth full of sharp teeth.
These vicious creatures tolerate no intrusions. They cannot burrow into solid rock, but can move through just about any material softer than that. A celestial dire badger usually leaves behind a usable tunnel 5 feet in diameter when burrowing unless the material it’s moving through is very loose.
A celestial dire badger is from 5 to 7 feet in length and can weigh up to 500 pounds.
Celestial dire badgers attack with their sharp claws and teeth.
Rage (Ex): A celestial dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily.
Source: Monster Manual (version 3.5), page 62.
| Hit Dice: | 12d8+51 (105 hp) |
| Initiative: | +1 |
| Speed: | 40 ft. (8 squares) |
| Armor Class: | 17 (–1 size, +1 Dex, +7 natural), touch 10, flat-footed 16 |
| Base Attack/Grapple: | +9/+23 |
| Attack: | Claw +19 melee (2d4+10) |
| Full Attack: | 2 claws +19 melee (2d4+10) and bite +13 melee (2d8+5) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | Improved grab, smite evil (+12 dmg 1/day) |
| Special Qualities: | Damage reduction 10/magic, darkvision 60 ft., low-light vision, resistance to acid, cold, and electricity 10, scent, spell resistance 17 |
| Saves: | Fort +12, Ref +9, Will +9 |
| Abilities: | Str 31, Dex 13, Con 19, Int 3, Wis 12, Cha 10 |
| Skills: | Listen +10, Spot +10, Swim +13 |
| Feats: | Alertness, Endurance, Run, Toughness, Weapon Focus (claw) |
| Environment: | Any good-aligned plane |
| Organization: | Solitary or pair |
| Challenge Rating: | 9 |
| Treasure: | None |
| Alignment: | Always good (any) |
| Advancement: | 13–16 HD (Large); 17–36 HD (Huge) |
| Level Adjustment: | — |
This hulking bear has bony brow ridges and claws like sickles, with a wildness and destructive gleam in its cold, piercing eyes.
The omnivorous celestial dire bear usually does not bother creatures that try to avoid it, but will aggressively defend a kill or other source of food. It will not hesitate to rip apart anything that might contain something edible.
A typical celestial dire bear is 12 feet long and weighs as much as 8,000 pounds.
A celestial dire bear attacks by tearing at opponents with its claws.
The natural weapons of celestial dire bears are treated as magic weapons for the purpose of overcoming damage reduction.
Improved Grab (Ex): To use this ability, a celestial dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Source: Monster Manual (version 3.5), page 63.
| Hit Dice: | 8d8+24 (60 hp) |
| Initiative: | +2 |
| Speed: | 40 ft. (8 squares) |
| Armor Class: | 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 |
| Base Attack/Grapple: | +6/+17 |
| Attack: | Claw +13 melee (1d6+7) |
| Full Attack: | 2 claws +13 melee (1d6+7) and bite +7 melee (1d8+3) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | Pounce, improved grab, rake 1d6+3, smite evil (+8 dmg 1/day) |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., low-light vision, resistance to acid, cold, and electricity 10, scent, spell resistance 13 |
| Saves: | Fort +9, Ref +8, Will +7 |
| Abilities: | Str 25, Dex 15, Con 17, Int 3, Wis 12, Cha 10 |
| Skills: | Hide +2, Listen +7, Move Silently +5, Spot +7; racial bonuses |
| Feats: | Alertness, Run, Weapon Focus (claw) |
| Environment: | Warm plains |
| Organization: | Solitary, pair, or pride (6–10) |
| Challenge Rating: | 7 |
| Treasure: | None |
| Alignment: | Neutral |
| Advancement: | 9–16 HD (Large); 17–24 HD (Huge) |
| Level Adjustment: | — |
This immense lion has a short mane and a spotted, tawny coat, but there ends the resemblance to a normal animal. This monstrous creature has bony protrusions around its eyes and shoulders, with spiked ridges running along the length of its back.
Celestial dire lions are patient hunters, just like their smaller cousins, but apt to take on bigger prey.
Dire lions grow to be up to 15 feet long and weigh up to 3,500 pounds.
A celestial dire lion attacks by running at prey, leaping, and clawing and biting as it rakes with its rear claws. It often jumps onto a creature larger than itself.
The natural weapons of celestial dire lions are treated as magic weapons for the purpose of overcoming damage reduction.
Pounce (Ex): If a celestial dire lion charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a celestial dire lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Rake (Ex): Attack bonus +12 melee, damage 1d6+3.
Skills: Celestial dire lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.
Source: Monster Manual (version 3.5), page 63.
The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Celestial Dog Small Magical Beast (Augmented Animal, Extraplanar) |
Celestial Riding Dog Medium Magical Beast (Augmented Animal, Extraplanar) |
|
|---|---|---|
| Hit Dice: | 1d8+2 (6 hp) | 2d8+4 (13 hp) |
| Initiative: | +3 | +2 |
| Speed: | 40 ft. (8 squares) | 40 ft. (8 squares) |
| Armor Class: | 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 | 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 |
| Base Attack/Grapple: | +0/–3 | +1/+3 |
| Attack: | Bite +2 melee (1d4+1) | Bite +3 melee (1d6+3) |
| Full Attack: | Bite +2 melee (1d4+1) | Bite +3 melee (1d6+3) |
| Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. |
| Special Attacks: | Smite evil (+1 dmg 1/day) | Smite evil (+1 dmg 1/day) trip (if trained for war) |
| Special Qualities: | Darkvision 60 ft., low-light vision, resistance to acid, cold, and electricity 5, scent, spell resistance 6 | Darkvision 60 ft., low-light vision, resistance to acid, cold, and electricity 5, scent, spell resistance 7 |
| Saves: | Fort +4, Ref +5, Will +1 | Fort +5, Ref +5, Will +1 |
| Abilities: | Str 13, Dex 17, Con 15, Int 3, Wis 12, Cha 6 | Str 15, Dex 15, Con 15, Int 3, Wis 12, Cha 6 |
| Skills: | Jump +7, Listen +5, Spot +5, Survival +1; racial bonuses | Jump +8, Listen +5, Spot +5, Swim +3, Survival +1; racial bonuses |
| Feats: | Alertness, Track [bonus] | Alertness, Track [bonus] |
| Environment: | Any good-aligned plane | Any good-aligned plane |
| Organization: | Solitary or pack (5–12) | Solitary or pack (5–12) |
| Challenge Rating: | 1⁄3 | 1 |
| Treasure: | None | None |
| Alignment: | Always good (any) | Always good (any) |
| Advancement: | — | — |
| Level Adjustment: | — | — |
Celestial Dog • Celestial Riding Dog
The statistics presented here for celestial dogs describe fairly small dogs of about 20 to 50 pounds in weight. They also can be used for small wild canines such as coyotes, jackals, and African wild dogs.
Celestial riding dogs include larger working breeds such as collies, huskies, and St. Bernards.
Carrying Capacity: A light load for a riding dog (only) is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A riding dog can drag 1,500 pounds.
Celestial dogs generally hunt in packs, chasing and exhausting prey until they can drag it down.
Trip (Ex): If trained for war, a celestial riding dog (only) that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the riding dog.
Skills: All celestial dogs have a +4 racial bonus on Jump checks. They also have a +4 racial bonus on Survival checks when tracking by scent.
Source: Monster Manual (version 3.5), page 271 and 272.
| Hit Dice: | 1d8+1 (5 hp) |
| Initiative: | +2 |
| Speed: | 10 ft. (2 squares), fly 80 ft. (average) |
| Armor Class: | 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12 |
| Base Attack/Grapple: | +0/–4 |
| Attack: | Talons +3 melee (1d4) |
| Full Attack: | 2 talons +3 melee (1d4) and bite –2 melee (1d4) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Smite evil (+1 dmg 1/day) |
| Special Qualities: | Darkvision 60 ft., low-light vision, resistance to acid, cold, and electricity 5, spell resistance 6 |
| Saves: | Fort +3, Ref +4, Will +2 |
| Abilities: | Str 10, Dex 15, Con 12, Int 3, Wis 14, Cha 6 |
| Skills: | Listen +2, Spot +14; racial bonuses |
| Feats: | Weapon Finesse |
| Environment: | Any good-aligned plane |
| Organization: | Solitary or pair |
| Challenge Rating: | ½ |
| Treasure: | None |
| Alignment: | Always good (any) |
| Advancement: | 2–3 HD (Medium) |
| Level Adjustment: | — |
These birds of prey inhabit nearly every terrain and climate, though they all prefer high, secluded nesting spots.
A typical celestial eagle is about 3 feet long and has a wingspan of about 7 feet. The statistics presented here can describe any similar-sized, diurnal bird of prey.
Celestial eagles dive at prey, raking with their powerful talons.
Skills: Celestial eagles have a +8 racial bonus on Spot checks.
Source: Monster Manual (version 3.5), page 272.
| Hit Dice: | 11d8+55 (104 hp) |
| Initiative: | +0 |
| Speed: | 40 ft. (8 squares) |
| Armor Class: | 15 (–2 size, +7 natural), touch 8, flat-footed 15 |
| Base Attack/Grapple: | +8/+26 |
| Attack: | Gore +16 melee (2d8+15) |
| Full Attack: | Slam +16 melee (2d6+10) and 2 stamps +11 melee (2d6+5); or gore +16 melee (2d8+15) |
| Space/Reach: | 15 ft./10 ft. |
| Special Attacks: | Smite evil (+11 dmg 1/day), trample 2d8+15 |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., low-light vision, resistance to acid, cold, and electricity 10, scent, spell resistance 16 |
| Saves: | Fort +12, Ref +7, Will +6 |
| Abilities: | Str 30, Dex 10, Con 21, Int 3, Wis 13, Cha 7 |
| Skills: | Listen +12, Spot +10 |
| Feats: | Alertness, Endurance, Iron Will, Skill Focus (Listen) |
| Environment: | Any good-aligned plane |
| Organization: | Solitary or herd (6–30) |
| Challenge Rating: | 9 |
| Treasure: | None |
| Alignment: | Always good (any) |
| Advancement: | 12–22 HD (Huge) |
| Level Adjustment: | — |
Massive herbivores of tropical lands, celestial elephants are unpredictable creatures but nevertheless are sometimes used as mounts or beasts of burden.
This entry describes an celestial African elephant. Celestial Indian elephants are slightly smaller and weaker (Strength 28), but more readily trained (Wisdom 15). These statistics can also represent prehistoric creatures such as celestial mammoths and celestial mastodons.
Celestial elephants tend to charge at threatening creatures.
The natural weapons of celestial elephants are treated as magic weapons for the purpose of overcoming damage reduction.
Trample (Ex): Reflex half DC 25. The save DC is Strength-based.
Source: Monster Manual (version 3.5), page 272.
| Hit Dice: | 3d8 (13 hp) |
| Initiative: | +2 |
| Speed: | 20 ft. (4 squares), fly 80 ft. (good) |
| Armor Class: | 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 |
| Base Attack/Grapple: | +2/+2 |
| Attack: | Sting +4 melee (1d4 plus poison) |
| Full Attack: | Sting +4 melee (1d4 plus poison) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Poison, smite evil (+3 dmg 1/day) |
| Special Qualities: | Darkvision 60 ft., resistance to acid, cold, and electricity 5, spell resistance 8, vermin traits (except mindless) |
| Saves: | Fort +3, Ref +3, Will +2 |
| Abilities: | Str 11, Dex 14, Con 11, Int 3, Wis 12, Cha 9 |
| Skills: | Spot +8, Survival +4; racial bonuses |
| Feats: | Ability Focus (poison), Weapon Finesse |
| Environment: | Any good-aligned plane |
| Organization: | Solitary, buzz (2–5), or hive (11–20) |
| Challenge Rating: | 1 |
| Treasure: | No coins; ¼ goods (honey only); no items |
| Alignment: | Always good (any) |
| Advancement: | 4–6 HD (Medium); 7–9 HD (Large) |
| Level Adjustment: | — |
Although many times larger, growing to a length of about 5 feet, celestial giant bees behave generally the same as their smaller cousins.
Celestial giant bees are usually not aggressive except when defending themselves or their hive.
Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Con. The save DC is Constitution-based.
A celestial giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.
Skills: Celestial giant bees have a +4 racial bonus on Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.
Source: Monster Manual (version 3.5), page 284.
| Hit Dice: | 2d8+4 (13 hp) |
| Initiative: | +0 |
| Speed: | 30 ft. (6 squares) |
| Armor Class: | 16 (+6 natural), touch 10, flat-footed 16 |
| Base Attack/Grapple: | +1/+2 |
| Attack: | Bite +2 melee (1d4+1) |
| Full Attack: | Bite +2 melee (1d4+1) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Acid spray, smite evil (+2 dmg 1/day) |
| Special Qualities: | Darkvision 60 ft., resistance to acid, cold, and electricity 5, spell resistance 7, vermin traits (except mindless) |
| Saves: | Fort +5, Ref +0, Will +0 |
| Abilities: | Str 13, Dex 10, Con 14, Int 3, Wis 10, Cha 9 |
| Skills: | Listen +2, Spot +3 |
| Feats: | Ability Focus (acid spray) |
| Environment: | Any good-aligned plane |
| Organization: | Cluster (2–5) or click (6–11) |
| Challenge Rating: | 2 |
| Treasure: | None |
| Alignment: | Always good (any) |
| Advancement: | 3–4 HD (Medium); 5–6 HD (Large) |
| Level Adjustment: | — |
These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A giant bombardier beetle is about 6 feet long.
Giant bombardier beetles normally attack only to defend themselves, their nests, or their eggs.
Acid Spray (Ex): When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 15 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.
Source: Monster Manual (version 3.5), page 284.
| Hit Dice: | 4d10+4 (26 hp) |
| Initiative: | +3 |
| Speed: | 10 ft. (2 squares), fly 80 ft. (average) |
| Armor Class: | 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 |
| Base Attack/Grapple: | +4/+12 |
| Attack: | Claw +7 melee (1d6+4) |
| Full Attack: | 2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | smite evil (+4 dmg 1/day) |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., low-light vision, evasion, resistance to acid, cold, and electricity 5, spell resistance 9 |
| Saves: | Fort +5, Ref +7, Will +3 |
| Abilities: | Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10 |
| Skills: | Knowledge (nature) +2, Listen +6, Sense Motive +4, Spot +15, Survival +3; racial bonuses |
| Feats: | Alertness, Flyby Attack |
| Environment: | Any good-aligned plane |
| Organization: | Solitary, pair, or eyrie (5–12) |
| Challenge Rating: | 4 |
| Treasure: | None |
| Alignment: | Always neutral good |
| Advancement: | 5–8 HD (Large); 9–12 HD (Huge) |
| Level Adjustment: | +4 (cohort) |
Celestial giant eagles are intelligent, keen-eyed birds of prey that sometimes associate with good creatures.
Celestial giant eagles attack creatures that appear threatening, especially those intent on raiding the eagles’ nest for eggs or fledglings, which fetch a handsome price in many civilized areas. Young eagles can be trained and are prized as aerial mounts.
A typical celestial giant eagle stands about 10 feet tall, has a wingspan of up to 20 feet, and resembles its smaller cousins in nearly every way except size. It weighs about 500 pounds.
Giant eagles speak Common and Auran.
A celestial giant eagle typically attacks from a great height, diving earthward at tremendous speed. When it cannot dive, it uses its powerful talons and slashing beak to strike at its target’s head and eyes.
A solitary celestial giant eagle is typically hunting or patrolling in the vicinity of its nest and generally ignores creatures that do not appear threatening. A mated pair attacks in concert, making repeated diving attacks to drive away intruders, and fights to the death to defend their nest or hatchlings.
The natural weapons of celestial giant eagles are treated as magic weapons for the purpose of overcoming damage reduction.
Evasion (Ex): With a successful Reflex save against an attack that allows a Reflex save for half damage, a celestial giant eagle takes no damage.
Skills: Celestial giant eagles have a +4 racial bonus on Spot checks.
Although intelligent, a celestial giant eagle requires training before it can bear a rider in combat. To be trained, a celestial giant eagle must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly giant eagle requires six weeks of work and a DC 25 Handle Animal check. Riding a celestial giant eagle requires an exotic saddle. A celestial giant eagle can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Celestial giant eagle eggs are worth 2,500 gp apiece on the open market, while chicks are worth 4,000 gp each. Professional trainers charge 1,000 gp to rear or train a celestial giant eagle.
Carrying Capacity: A light load for a celestial giant eagle is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.
Source: Monster Manual (version 3.5), page 93.
| Hit Dice: | 1d8 (4 hp) |
| Initiative: | +0 |
| Speed: | 30 ft. (6 squares) |
| Armor Class: | 16 (+1 size, +5 natural), touch 11, flat-footed 16 |
| Base Attack/Grapple: | +0/–4 |
| Attack: | Bite +2 melee (2d4) |
| Full Attack: | Bite +2 melee (2d4) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Smite evil (+1 dmg 1/day) |
| Special Qualities: | Darkvision 60 ft., resistance to acid, cold, and electricity 5, spell resistance 6, vermin traits (except mindless) |
| Saves: | Fort +2, Ref +0, Will +0 |
| Abilities: | Str 10, Dex 11, Con 11, Int 3, Wis 10, Cha 7 |
| Skills: | Spot +2 Listen +2 |
| Feats: | Weapon Focus (bite) |
| Environment: | Any good-aligned plane |
| Organization: | Cluster (2–5) or colony (6–11) |
| Challenge Rating: | 1⁄3 |
| Treasure: | None |
| Alignment: | Always good (any) |
| Advancement: | 2–3 HD (Small) |
| Level Adjustment: | — |
These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands’ luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius. Giant fire beetles are about 2 feet long.
Source: Monster Manual (version 3.5), page 285.
| Hit Dice: | 4d10+4 (26 hp) |
| Initiative: | +3 |
| Speed: | 10 ft. (2 squares), fly 70 ft. (average) |
| Armor Class: | 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 |
| Base Attack/Grapple: | +4/+12 |
| Attack: | Claw +7 melee (1d6+4) |
| Full Attack: | 2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | Smite evil (+4 dmg 1/day) |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., resistance to acid, cold, and electricity 5, spell resistance 9, superior low-light vision |
| Saves: | Fort +5, Ref +7, Will +3 |
| Abilities: | Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10 |
| Skills: | Knowledge (nature) +2, Listen +17, Move Silently +8, Spot +10; racial bonuses |
| Feats: | Alertness, Wingover |
| Environment: | Any good-aligned plane |
| Organization: | Solitary, pair, or company (3–5) |
| Challenge Rating: | 4 |
| Treasure: | None |
| Alignment: | Always neutral good |
| Advancement: | 5–8 HD (Large); 9–12 HD (Huge) |
| Level Adjustment: | +4 (cohort) |
Celestial giant owls are nocturnal birds of prey, feared for their ability to hunt and attack in near silence. They are intelligent, and though naturally suspicious, sometimes associate with good creatures.
They attack creatures that appear threatening, especially those intent on raiding the owls’ nest for eggs or fledglings, which fetch a handsome price in many civilized areas. Young celestial giant owls can be trained and are prized as aerial mounts.
A typical celestial giant owl stands about 9 feet tall, has a wingspan of up to 20 feet, and resembles its smaller cousins in nearly every way except size.
Celestial giant owls speak Common and Sylvan.
A celestial giant owl attacks by gliding silently just a few feet above its prey and plunging to strike when directly overhead.
A solitary celestial giant owl is typically hunting or patrolling in the vicinity of its nest and generally ignores creatures that do not appear threatening. A mated pair of celestial giant owls will attack in concert and fight to the death to defend their nest. Several giant owls sometimes operate as a company for some specific purpose, such as driving away a group of evil humanoids.
The natural weapons of celestial giant owls are treated as magic weapons for the purpose of overcoming damage reduction.
Superior Low-Light Vision (Ex): A celestial giant owl can see five times as far as a human can in dim light.
Skills: Celestial giant owls have a +8 racial bonus on Listen checks and a +4 racial bonus on Spot checks. When in flight, celestial giant owls gain a +8 bonus on Move Silently checks.
Although intelligent, a celestial giant owl requires training before it can bear a rider in combat. To be trained, a celestial giant owl must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly celestial giant owl requires six weeks of work and a DC 25 Handle Animal check. Riding a celestial giant owl requires an exotic saddle. A giant owl can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Celestial giant owl eggs are worth 2,500 gp apiece on the open market, while chicks are worth 4,000 gp each. Professional trainers charge 1,000 gp to rear or train a giant owl.
Carrying Capacity: A light load for a giant owl is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.
Source: Monster Manual (version 3.5), page 205.
| Hit Dice: | 7d8+21 (52 hp) |
| Initiative: | +0 |
| Speed: | 20 ft. (4 squares) |
| Armor Class: | 19 (–1 size, +10 natural), touch 9, flat-footed 19 |
| Base Attack/Grapple: | +5/+15 |
| Attack: | Bite +11 melee (6d6+9) |
| Full Attack: | Bite +11 melee (6d6+9) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | Smite evil (+7 dmg 1/day) trample 2d8+3 |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., resistance to acid, cold, and electricity 5, spell resistance 12, vermin traits (except mindless) |
| Saves: | |
| Abilities: | Fort +8, Ref +2, Will +2 |
| Skills: | Listen +5, Spot +5 |
| Feats: | Ability Focus (trample), Improved Natural Attack (bite), Weapon Focus (bite) |
| Environment: | Any good-aligned plane |
| Organization: | Cluster (2–5) or mass (6–11) |
| Challenge Rating: | 4 |
| Treasure: | None |
| Alignment: | Always good (any) |
| Advancement: | 8–10 HD (Large); 11–21 HD (Huge) |
| Level Adjustment: | — |
An adult celestial giant stag beetle is about 10 feet long.
The natural weapons of celestial giant stag beetles are treated as magic weapons for the purpose of overcoming damage reduction.
Trample (Ex): Reflex half DC 19. The save DC is Strength-based. See Trample.
Source: Monster Manual (version 3.5), page 285.
| Hit Dice: | 7d10+21 (59 hp) |
| Initiative: | +2 |
| Speed: | 30 ft. (6 squares), fly 80 ft. (average) |
| Armor Class: | 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 |
| Base Attack/Grapple: | +7/+15 |
| Attack: | Bite +11 melee (2d6+4) |
| Full Attack: | Bite +11 melee (2d6+4) and 2 claws +8 melee (1d4+2) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | Pounce, rake 1d6+2 smite evil (+7 dmg 1/day) |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., low-light vision, resistance to acid, cold, and electricity 5, scent, spell resistance 12 |
| Saves: | Fort +8, Ref +7, Will +5 |
| Abilities: | Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8 |
| Skills: | Jump +8, Listen +6, Spot +10; racial bonuses |
| Feats: | Iron Will, Multiattack, Weapon Focus (bite) |
| Environment: | Any good-aligned plane |
| Organization: | Solitary, pair, or pride (6–10) |
| Challenge Rating: | 5 |
| Treasure: | None |
| Alignment: | Always good (any) |
| Advancement: | 8–10 HD (Large); 11–21 HD (Huge) |
| Level Adjustment: | +5 (cohort) |
This beast’s body resembles that of a muscular lion. Its head and front legs are those of a great eagle, and it has a pair of large, golden wings.
Celestial griffons are powerful, majestic creatures with the characteristics of both lions and eagles. They hunt all manner of prey but favor the flesh of horses above all else.
From nose to tail, an adult celestial griffon can measure as much as 8 feet. Neither males nor females are endowed with a mane. A pair of broad, golden wings emerge from the creature’s back and span 25 feet or more. A griffon weighs about 500 pounds.
Celestial griffons make their homes in high places, swooping down with a shrill, eaglelike cry to attack their prey. Although both aggressive and territorial, they are also intelligent enough to avoid obviously powerful enemies. They almost always attack horses, however, and any who attempt to protect horses from a hungry celestial griffon often end up on the menu themselves.
A celestial griffon cannot speak, but understands Common.
Celestial griffons prefer to pounce on their prey, either diving to the attack or leaping from above.
The natural weapons of celestial griffons are treated as magic weapons for the purpose of overcoming damage reduction.
Pounce (Ex): If a celestial griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +8 melee, damage 1d6+2.
Skills: Celestial griffons have a +4 racial bonus on Jump and Spot checks.
Although intelligent, a celestial griffon requires training before it can bear a rider in combat. To be trained, a celestial griffon must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly celestial griffon requires six weeks of work and a DC 25 Handle Animal check. Riding a celestial griffon requires an exotic saddle. A celestial griffon can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Celestial griffon eggs are worth 3,500 gp apiece on the open market, while young are worth 7,000 gp each. Professional trainers charge 1,500 gp to rear or train a celestial griffon.
Carrying Capacity: A light load for a celestial griffon is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.
Source: Monster Manual (version 3.5), page 139.
| Hit Dice: | 3d10+9 (25 hp) |
| Initiative: | +2 |
| Speed: | 50 ft. (10 squares), fly 100 ft. (average) |
| Armor Class: | 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 |
| Base Attack/Grapple: | +3/+11 |
| Attack: | Claw +6 melee (1d4+4) |
| Full Attack: | 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | Smite evil (+3 dmg 1/day) |
| Special Qualities: | Darkvision 60 ft., low-light vision, resistance to acid, cold, and electricity 5, scent, spell resistance 8 |
| Saves: | Fort +6, Ref +5, Will +2 |
| Abilities: | Str 18, Dex 15, Con 16, Int 3, Wis 13, Cha 8 |
| Skills: | Listen +4, Spot +8; racial bonuses |
| Feats: | Dodge, Wingover |
| Environment: | Any good-aligned plane |
| Organization: | Solitary, pair, or flight (7–12) |
| Challenge Rating: | 2 |
| Treasure: | None |
| Alignment: | Always good (any) |
| Advancement: | 4–6 HD (Large); 7–9 HD (Huge) |
| Level Adjustment: | — |
This beast has the torso and hindquarters of a horse and the forelegs, wings, and head of a giant eagle.
Celestial hippogriffs are aggressive flying creatures that combine features of horses and giant eagles. Voracious omnivores, celestial hippogriffs will hunt humanoids as readily as any other meal.
These beasts are very territorial, defending their preferred hunting and grazing areas against intruders with unusual ferocity. Their range usually extends about 5d10 miles from their nest, in which the young remain while the adults hunt. Celestial hippogriffs never leave their young undefended, however: Discovering a celestial hippogriff nest always means encountering adult creatures.
A typical celestial hippogriff is 9 feet long, has a wingspan of 20 feet, and weighs 1,000 pounds.
Celestial hippogriffs dive at their prey and strike with their clawed forelegs. When they cannot dive, they slash with claws and beak.
Mated pairs and flights of these creatures attack in concert, diving repeatedly to drive away or kill intruders. Celestial hippogriffs fight to the death to defend their nests and their hatchlings, which are prized as aerial mounts and fetch a handsome price in many civilized areas.
Skills: Celestial hippogriffs have a +4 racial bonus on Spot checks.
A celestial hippogriff requires training before it can bear a rider in combat. Training a hippogriff requires six weeks of work and a DC 25 Handle Animal check. Riding a hippogriff requires an exotic saddle. A hippogriff can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Hippogriff eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 1,000 gp to rear or train a celestial hippogriff.
Carrying Capacity: A light load for a celestial hippogriff is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.
Source: Monster Manual (version 3.5), page 152.
| Hit Dice: | 5d8+10 (32 hp) |
| Initiative: | +3 |
| Speed: | 40 ft. (8 squares) |
| Armor Class: | 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 |
| Base Attack/Grapple: | +3/+12 |
| Attack: | Claw +7 melee (1d4+5) |
| Full Attack: | 2 claws +7 melee (1d4+5) and bite +2 melee (1d8+2) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | Improved grab, pounce, rake 1d4+2, smite evil (+5 dmg 1/day) |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., low-light vision, resistance to acid, cold, and electricity 5, scent, spell resistance 10 |
| Saves: | Fort +6, Ref +7, Will +2 |
| Abilities: | Str 21, Dex 17, Con 15, Int 3, Wis 12, Cha 6 |
| Skills: | Balance +7, Hide +3, Listen +5, Move Silently +11, Spot +5; racial bonuses |
| Feats: | Alertness, Run |
| Environment: | Seven Mounting Heavens of Celestia or any good-aligned plane |
| Organization: | Solitary, pair, or pride (6–10) |
| Challenge Rating: | 4 |
| Treasure: | None |
| Alignment: | Always good (any) |
| Advancement: | 6–8 HD (Large) |
| Level Adjustment: | — |
A celestial lion is 5 to 8 feet long and weighs 330 to 550 pounds. Females are slightly smaller but use the same statistics.
The natural weapons of celestial lions are treated as magic weapons for the purpose of overcoming damage reduction.
Improved Grab (Ex): To use this ability, a celestial lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a celestial lion charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +7 melee, damage 1d4+2.
Skills: Celestial lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.
Source: Monster Manual (version 3.5), page 31.
| Hit Dice: | 1d8 (4 hp) |
| Initiative: | +2 |
| Speed: | 30 ft. (6 squares), climb 30 ft. |
| Armor Class: | 14 (+2 size, +2 Dex), touch 14, flat-footed 12 |
| Base Attack/Grapple: | +0/–12 |
| Attack: | Bite +4 melee (1d3–4) |
| Full Attack: | Bite +4 melee (1d3–4) |
| Space/Reach: | 2½ ft./0 ft. |
| Special Attacks: | Smite evil (+1 dmg 1/day) |
| Special Qualities: | Darkvision 60 ft., low-light vision, resistance to acid, cold, and electricity 5, spell resistance 6 |
| Saves: | Fort +2, Ref +4, Will +1 |
| Abilities: | Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5 |
| Skills: | Balance +10, Climb +10, Hide +10, Listen +3, Spot +3; racial bonuses |
| Feats: | Weapon Finesse |
| Environment: | Any good-aligned plane |
| Organization: | Troop (10–40) |
| Challenge Rating: | 1⁄6 |
| Treasure: | None |
| Alignment: | Always good (any) |
| Advancement: | 2–3 HD (Small) |
| Level Adjustment: | — |
The statistics presented here can describe any arboreal monkey that is no bigger than a housecat, such as a colobus or capuchin.
Celestial monkeys generally flee into the safety of the trees, but if cornered can fight ferociously.
Skills: Celestial monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.
Source: Monster Manual (version 3.5), page 276.
The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Celestial Monstrous Spider, Tiny Tiny Magical Beast (Augmented Vermin, Extraplanar) |
Celestial Monstrous Spider, Small Small Magical Beast (Augmented Vermin, Extraplanar) |
Celestial Monstrous Spider, Medium Medium Magical Beast (Augmented Vermin, Extraplanar) |
Celestial Monstrous Spider, Large Large Magical Beast (Augmented Vermin, Extraplanar) |
Celestial Monstrous Spider, Huge Huge Magical Beast (Augmented Vermin, Extraplanar) |
Celestial Monstrous Spider, Gargantuan Gargantuan Magical Beast (Augmented Vermin, Extraplanar) |
Celestial Monstrous Spider, Colossal Colossal Magical Beast (Augmented Vermin, Extraplanar) |
||
|---|---|---|---|---|---|---|---|---|
| Hit Dice: | ½d8 (2 hp) | 1d8 (4 hp) | 2d8+2 (11 hp) | 4d8+4 (22 hp) | 8d8+16 (52 hp) | 16d8+32 (104 hp) | 32d8+64 (208 hp) | |
| Initiative: | +3 | +3 | +3 | +3 | +3 | +3 | +2 | |
| Speed: | 20 ft. (4 squares), climb 10 ft. | 30 ft. (6 squares), climb 20 ft. | 30 ft. (6 squares), climb 20 ft. | 30 ft. (6 squares), climb 20 ft. | 30 ft. (6 squares), climb 20 ft. | 30 ft. (6 squares), climb 20 ft. | 30 ft. (6 squares), climb 20 ft. | |
| Armor Class: | 15 (+2 size, +3 Dex), touch 15, flat-footed 12 | 14 (+1 size, +3 Dex), touch 14, flat-footed 11 | 14 (+3 Dex, +1 natural), touch 13, flat-footed 11 | 14 (–1 size, +3 Dex, +2 natural), touch 12, flat-footed 11 | 16 (–2 size, +3 Dex, +5 natural), touch 11, flat-footed 13 | 19 (–4 size, +3 Dex, +10 natural), touch 9, flat-footed 16 | 22 (–8 size, +2 Dex, +18 natural), touch 4, flat-footed 20 | |
| Base Attack/Grapple: | +0/–12 | +0/–6 | +1/+1 | +3/+9 | +6/+18 | +12/+31 | +24/+50 | |
| Attack: | Bite +5 melee (1d3–4 plus poison) | Bite +4 melee (1d4–2 plus poison) | Bite +4 melee (1d6 plus poison) | Bite +4 melee (1d8+3 plus poison) | Bite +9 melee (2d6+6 plus poison) | Bite +15 melee (2d8+10 plus poison) | Bite +26 melee (4d6+15 plus poison) | |
| Full Attack: | Bite +5 melee (1d3–4 plus poison) | Bite +4 melee (1d4–2 plus poison) | Bite +4 melee (1d6 plus poison) | Bite +4 melee (1d8+3 plus poison) | Bite +9 melee (2d6+6 plus poison) | Bite +15 melee (2d8+10 plus poison) | Bite +26 melee (4d6+15 plus poison) | |
| Space/Reach: | 2½ ft./0 ft. | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./5 ft. | 15 ft./10 ft. | 20 ft./15 ft. | 40 ft./30 ft. | |
| Special Attacks: | Poison (DC 10, 1d2 Str), smite evil (+1 dmg 1/day), web | Poison (DC 10, 1d3 Str), smite evil (+1 dmg 1/day), web | Poison (DC 12, 1d4 Str), smite evil (+2 dmg 1/day), web | Poison (DC 13, 1d6 Str), smite evil (+4 dmg 1/day), web | Poison (DC 16, 1d8 Str), smite evil (+8 dmg 1/day), web | Poison (DC 20, 2d6 Str), smite evil (+16 dmg 1/day), web | Poison (DC 28, 2d8 Str), smite evil (+20 dmg 1/day), web | |
| Special Qualities: | Darkvision 60 ft., resistance to acid, cold, and electricity 5, spell resistance 6, tremorsense 60 ft., vermin traits (except mindless) | Darkvision 60 ft., resistance to acid, cold, and electricity 5, spell resistance 6, tremorsense 60 ft., vermin traits (except mindless) | Darkvision 60 ft., resistance to acid, cold, and electricity 5, spell resistance 6, tremorsense 60 ft., vermin traits (except mindless) | Damage reduction 5/magic, darkvision 60 ft., resistance to acid, cold, and electricity 5, spell resistance 7, tremorsense 60 ft., vermin traits (except mindless) | Damage reduction 5/magic, darkvision 60 ft., resistance to acid, cold, and electricity 10, spell resistance 9, tremorsense 60 ft., vermin traits (except mindless) | Damage reduction 10/magic, darkvision 60 ft., resistance to acid, cold, and electricity 10, spell resistance 13, tremorsense 60 ft., vermin traits (except mindless) | Damage reduction 10/magic, darkvision 60 ft., resistance to acid, cold, and electricity 10, spell resistance 21, tremorsense 60 ft., vermin traits (except mindless) | |
| Saves: | Fort +2, Ref +3, Will +0 | Fort +2, Ref +3, Will +0 | Fort +4, Ref +3, Will +0 | Fort +5, Ref +4, Will +1 | Fort +8, Ref +5, Will +2 | Fort +12, Ref +8, Will +5 | Fort +20, Ref +12, Will +10 | |
| Abilities: | Str 3, Dex 17, Con 10, Int 3, Wis 10, Cha 2 | Str 7, Dex 17, Con 10, Int 3, Wis 10, Cha 2 | Str 11, Dex 17, Con 12, Int 3, Wis 10, Cha 2 | Str 15, Dex 17, Con 12, Int 3, Wis 10, Cha 2 | Str 19, Dex 17, Con 14, Int 3, Wis 10, Cha 2 | Str 25, Dex 17, Con 14, Int 3, Wis 10, Cha 2 | Str 31, Dex 15, Con 14, Int 3, Wis 10, Cha 2 | |
| Skills: | Skills: | Climb +11, Hide +15, Jump –4, Spot +5; racial bonuses | Climb +11, Hide +11, Jump –2, Spot +5; racial bonuses | Climb +11, Hide +7, Jump +1, Spot +5; racial bonuses | Climb +12, Hide +4, Jump +3, Spot +1; racial bonuses | Climb +14, Hide +1, Jump +6, Spot +6; racial bonuses | Climb +18, Hide –1, Jump +11, Spot +8; racial bonuses | Climb +24, Hide –2, Jump +18, Spot +12; racial bonuses |
| Feats: | Ability Focus (poison), Weapon Finesse [bonus] | Ability Focus (poison), Weapon Finesse [bonus] | Ability Focus (poison), Weapon Finesse [bonus] | Ability Focus (poison), Improved Natural Attack (bite) | Ability Focus (poison), Improved Natural Attack (bite), Weapon Focus (bite) | Ability Focus (poison), Cleave, Improved Natural Attack (bite), Power Attack, Snatch, Weapon Focus (bite) | Ability Focus (poison), Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Natural Armor (2), Improved Natural Attack (bite), Power Attack, Snatch, Weapon Focus (bite) | |
| Environment: | Any good-aligned plane | Any good-aligned plane | Any good-aligned plane | Any good-aligned plane | Any good-aligned plane | Any good-aligned plane | Any good-aligned plane | |
| Organization: | Colony (8–16) | Colony (2–5) or swarm (6–11) | Solitary or colony (2–5) | Solitary or colony (2–5) | Solitary or colony (2–5) | Solitary | Solitary | |
| Challenge Rating: | ¼ | ½ | 1 | 3 | 7 | 10 | 13 | |
| Treasure: | None | None | 1⁄10 coins; 50% goods; 50% items | 1⁄10 coins; 50% goods; 50% items | 1⁄10 coins; 50% goods; 50% items | 1⁄10 coins; 50% goods; 50% items | 1⁄10 coins; 50% goods; 50% items | |
| Alignment: | Always neutral | Always neutral | Always neutral | Always neutral | Always neutral | Always neutral | Always neutral | |
| Advancement: | — | — | 3 HD (Medium) | 5–7 HD (Large) | 9–15 HD (Huge) | 17–31 HD (Gargantuan) | 33–60 HD (Colossal) | |
| Level Adjustment: | — | — | — | — | — | — | — |
Tiny • Small • Medium • Large • Huge • Gargantuan • Colossal
All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey.
Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.
Poison (Ex): A monstrous spider has a poisonous bite. The Fortitude save DC and the initial and secondary Strength damage done vary by the spider’s size, as shown in the Special Attacks entry for a spider of a particular size. The save DCs are Constitution-based.
Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size.
Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider.
An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.
Web-spinners will also move to wrap entangled prey, coccooning it and rendering it helpless. This counts as one daily use of its web throwing (see above) and counts as a grapple attempt. It usually bites such prey first to weaken the creature’s attack of opportunity or escape attempts.
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
| Size | Escape Artist DC | Break DC | Hit Points |
|---|---|---|---|
| Tiny | 10 | 14 | 2 |
| Small | 10 | 14 | 4 |
| Medium | 12 | 16 | 6 |
| Large | 13 | 17 | 12 |
| Huge | 16 | 20 | 14 |
| Gargantuan | 20 | 24 | 16 |
| Colossal | 28 | 32 | 18 |
Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.
Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.
Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.
Source: Monster Manual (version 3.5), page 288.
| Hit Dice: | 1d8 (4 hp) |
| Initiative: | +3 |
| Speed: | 10 ft. (2 squares), fly 40 ft. (average) |
| Armor Class: | 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14 |
| Base Attack/Grapple: | +0/–11 |
| Attack: | Talons +5 melee (1d4–3) |
| Full Attack: | Talons +5 melee (1d4–3) |
| Space/Reach: | 2½ ft./0 ft. |
| Special Attacks: | Smite evil (+1 dmg 1/day) |
| Special Qualities: | Darkvision 60 ft., low-light vision, resistance to acid, cold, and electricity 5, spell resistance 6 |
| Saves: | Fort +2, Ref +5, Will +2 |
| Abilities: | Str 4, Dex 17, Con 10, Int 3, Wis 14, Cha 4 |
| Skills: | Listen +14, Move Silently +17, Spot +6; racial bonuses |
| Feats: | Weapon Finesse |
| Environment: | Any good-aligned plane |
| Organization: | Solitary |
| Challenge Rating: | ¼ |
| Treasure: | None |
| Alignment: | Always good (any) |
| Advancement: | 2 HD (Small) |
| Level Adjustment: | — |
The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack.
Celestial owls swoop quietly down onto prey, attacking with their powerful talons.
Skills: Celestial owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. They have a +8 racial bonus on Spot checks in areas of shadowy illumination.
Source: Monster Manual (version 3.5), page 277.
| Hit Dice: | 2d8+2 (11 hp) |
| Initiative: | +3 |
| Speed: | Swim 80 ft. (16 squares) |
| Armor Class: | 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 |
| Base Attack/Grapple: | +1/+1 |
| Attack: | Slam +4 melee (2d4) |
| Full Attack: | Slam +4 melee (2d4) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Smite evil (+2 dmg 1/day) |
| Special Qualities: | Blindsight 120 ft., darkvision 60 ft., hold breath, low-light vision resistance to acid, cold, and electricity 5, spell resistance 7, |
| Saves: | Fort +4, Ref +6, Will +1 |
| Abilities: | Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha 6 |
| Skills: | Listen +8, Spot +7, Swim +8; racial bonuses |
| Feats: | Weapon Finesse |
| Environment: | Temperate aquatic |
| Organization: | Solitary, pair, or school (3–20) |
| Challenge Rating: | ½ |
| Treasure: | None |
| Alignment: | Always neutral |
| Advancement: | 3–4 HD (Medium); 5–6 HD (Large) |
| Level Adjustment: | — |
Celestial porpoises are mammals that tend to be playful, friendly, and helpful.
A typical celestial porpoise is 4 to 6 feet long and weighs 110 to 160 pounds. The statistics presented here can describe any small whale of similar size.
Blindsight (Ex): Celestial porpoises can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human’s.
Hold Breath (Ex): A celestial porpoise can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.
Skills: A celestial porpoise has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
A celestial porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.
Source: Monster Manual (version 3.5), page 278.
| Hit Dice: | 18d8+126 (207 hp) |
| Initiative: | +2 |
| Speed: | 20 ft. (4 squares), fly 80 ft. (average) |
| Armor Class: | 17 (–4 size, +2 Dex, +9 natural), touch 8, flat-footed 15 |
| Base Attack/Grapple: | +13/+37 |
| Attack: | Talon +21 melee (2d6+12) |
| Full Attack: | 2 talons +21 melee (2d6+12) and bite +19 melee (2d8+6) |
| Space/Reach: | 20 ft./15 ft. |
| Special Attacks: | Smite evil (+18 dmg 1/day) |
| Special Qualities: | Damage reduction 10/magic, darkvision 60 ft., low-light vision, resistance to acid, cold, and electricity 10, spell resistance 23 |
| Saves: | Fort +18, Ref +13, Will +9 |
| Abilities: | Str 34, Dex 15, Con 24, Int 3, Wis 13, Cha 11 |
| Skills: | Hide –3, Listen +10, Spot +14; racial bonuses |
| Feats: | Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover |
| Environment: | Any good-aligned plane |
| Organization: | Solitary or pair |
| Challenge Rating: | 11 |
| Treasure: | None |
| Alignment: | Always good (any) |
| Advancement: | 19-32 HD (Gargantuan); 33-54 (Colossal) |
| Level Adjustment: | — |
This creature is an enormous bird, easily the size of a building.
Almost too big to be believed, celestial rocs are huge birds of prey that dwell in warm mountainous regions and are known for carrying off large animals (cattle, horses, even elephants).
A celestial roc’s plumage is either dark brown or golden from head to tail. In a few rare instances, red, black, or white rocs are sighted, but they are often considered bad omens. These enormous creatures are 30 feet long from the beak to the base of the tail, with wingspans as wide as 80 feet. A celestial roc weighs about 8,000 pounds.
Celestial rocs lair in vast nests made from trees, branches, lumber, and the like. They prefer to dwell high in the mountains, far from other celestial rocs, to avoid straining their food supply; they hunt within a radius of about 10 miles around their nests.
A celestial roc attacks from the air, swooping earthward to snatch prey in its powerful talons and carry it off for itself and its young to devour. A solitary celestial roc is typically hunting and will attack any Medium or larger creature that appears edible. A mated pair of celestial rocs attack in concert, fighting to the death to defend their nests or hatchlings.
The natural weapons of celestial rocs are treated as magic weapons for the purpose of overcoming damage reduction.
Skills: Celestial rocs have a +4 racial bonus on Spot checks.
Source: Monster Manual (version 3.5), page 215.
| Hit Dice: | 6d10+18 (51 hp) |
| Initiative: | +1 |
| Speed: | 10 ft. (2 squares), swim 40 ft. |
| Armor Class: | 18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17 |
| Base Attack/Grapple: | +6/+14 |
| Attack: | Claw +9 melee (1d6+4) |
| Full Attack: | 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | Rend 2d6+6, smite evil (+6 dmg 1/day) |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., hold breath, low-light vision, resistance to acid, cold, and electricity 5, scent, spell resistance 11 |
| Saves: | Fort +8, Ref +6, Will +5 |
| Abilities: | Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10 |
| Skills: | Listen +8, Spot +7, Swim +12; racial bonuses |
| Feats: | Alertness, Endurance, Iron Will |
| Environment: | Any good-aligned plane |
| Organization: | Solitary, pair, or pride (5–12) |
| Challenge Rating: | 5 |
| Treasure: | None |
| Alignment: | Always good (any) |
| Advancement: | 7–9 HD (Large); 10–18 HD (Huge) |
| Level Adjustment: | — |
This creature has a body like that of a porpoise or a small whale, with a leonine head and forepaws. A ruff of silky hair runs from the top of its head all the way to its tail flukes.
The celestial sea cat is a fearsome aquatic predator.
Celestial sea cats inhabit shallow coastal waters, making their lairs in undersea caves or in the wreckage of ships. They hunt for fish, aquatic mammals, sea birds, and anything else they can catch and kill.
Celestial sea cats are aggressively territorial, attacking any creature, regardless of size, that enters their domain. Their chief enemies and competitors are sharks, and sea cats go out of their way to attack them. Sometimes they form temporary prides to deal with particularly dangerous or resistant intruders. Their normal pride structure is much like that of terrestrial lions.
A typical celestial sea cat is 12 feet long and weighs 800 pounds.
Celestial sea cats attack on sight, either for food or to defend their territory, and use both claws and teeth to grab and rend their prey. They display tremendous courage, always fighting to the death, even against creatures many times their size. Pairs and prides of sea cats attack in concert, trying to wear the opponent down until one beast can dispatch it.
The natural weapons of celestial sea cats are treated as magic weapons for the purpose of overcoming damage reduction.
Hold Breath (Ex): A celestial sea cat can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.
Rend (Ex): A celestial sea cat that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals an extra 2d6+6 points of damage.
Skills: A celestial sea cat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Source: Monster Manual (version 3.5), page 220.
All celestial snakes have the following characteristics; certain species will have other abilities as well, detailed in their own sections.
Skills: Celestial snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A celestial snake can always choose to take 10 on a Climb check, even if rushed or threatened.
Celestial snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher.
A celestial snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Celestial snakes come in a variety of sizes and capabilities. Here, they are categorized by nonvenemous and venomous snakes—celestial constrictor snakes and celestial viper snakes, respectively.
While celestial snakes always swallow prey whole, they do not get the Swallow Whole special attack for two reasons.
First, they usually kill prey before attempting to swallow it.
Second, snakes do not swallow larger prey very fast: they take minutes or even hours for all but the smallest prey. If this becomes important to know, one can judge that it takes a snake 6d10 minutes to swallow a pinned or helpless creature two size categories smaller than itself and 3d10 for a creature three size categories smaller. Should a snake start swallowing living prey, its recurved teeth hook the flesh, make it more difficult to escape. A creature still living takes a –2 penalty to grapple and Escape Artist checks to escape the pin. If it does, it escapes the mouth but not the grapple.
The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Celestial Constrictor Snake Medium Magical Beast (Augmented Animal, Extraplanar) |
Celestial Giant Constrictor Snake Huge Magical Beast (Augmented Animal, Extraplanar) |
Celestial Tiny Viper Snake Tiny Magical Beast (Augmented Animal, Extraplanar) |
Celestial Small Viper Snake Small Magical Beast (Augmented Animal, Extraplanar) |
Celestial Medium Viper Snake Medium Magical Beast (Augmented Animal, Extraplanar) |
Celestial Large Viper Snake Large Magical Beast (Augmented Animal, Extraplanar) |
Celestial Huge Viper Snake Huge Magical Beast (Augmented Animal, Extraplanar) |
|
|---|---|---|---|---|---|---|---|
| Hit Dice: | 3d8+6 (19 hp) | 11d8+14 (63 hp) | ¼d8 (1 hp) | 1d8 (4 hp) | 2d8 (9 hp) | 3d8 (13 hp) | 6d8+6 (33 hp) |
| Initiative: | +3 | +3 | +3 | +3 | +3 | +7 | +7 |
| Speed: | 20 ft. (4 squares), climb 20 ft., swim 20 ft. | 20 ft. (4 squares), climb 20 ft., swim 20 ft. | 15 ft. (3 squares), climb 15 ft., swim 15 ft. | 20 ft. (4 squares), climb 20 ft., swim 20 ft. | 20 ft. (4 squares), climb 20 ft., swim 20 ft. | 20 ft. (4 squares), climb 20 ft., swim 20 ft. | 20 ft. (4 squares), climb 20 ft., swim 20 ft. |
| Armor Class: | 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 | 15 (–2 size, +3 Dex, +4 natural), touch 11, flat-footed 12 | 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14 | 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 | 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 | 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 | 15 (–2 size, +2 Dex, +5 natural), touch 10, flat-footed 15 |
| Base Attack/Grapple: | +2/+5 | +8/+23 | +0/–11 | +0/–6 | +1/+0 | +2/+6 | +4/+15 |
| Attack: | Bite +5 melee (1d3+4) | Bite +13 melee (1d8+10) | Bite +5 melee (1 plus poison) | Bite +4 melee (1d2–2 plus poison) | Bite +4 melee (1d4–1 plus poison) | Bite +4 melee (1d4 plus poison) | Bite +6 melee (1d6+4 plus poison) |
| Full Attack: | Bite +5 melee (1d3+4) | Bite +13 melee (1d8+10) | Bite +5 melee (1 plus poison) | Bite +4 melee (1d2–2 plus poison) | Bite +4 melee (1d4–1 plus poison) | Bite +4 melee (1d4 plus poison) | Bite +6 melee (1d6+4 plus poison) |
| Space/Reach: | 5 ft./5 ft. | 15 ft./10 ft. | 2½ ft./0 ft. | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./5 ft. | 15 ft./10 ft. |
| Special Attacks: | Constrict 1d3+4, improved grab, smite evil (+3 dmg 1/day) | Constrict 1d8+10, improved grab smite evil (+11 dmg 1/day) | Poison (Fort DC 10, 1d6 Con/1d6 Con) smite evil (+1 dmg 1/day) | Poison (Fort DC 10, 1d6 Con/1d6 Con) smite evil (+1 dmg 1/day) | Poison (Fort DC 11, 1d6 Con/1d6 Con) smite evil (+2 dmg 1/day) | Poison (Fort DC 11, 1d6 Con/1d6 Con) smite evil (+3 dmg 1/day) | Poison (Fort DC 14, 1d6 Con/1d6 Con) smite evil (+6 dmg 1/day) |
| Special Qualities: | Darkvision 60 ft., resistance to acid, cold, and electricity 5, scent, spell resistance 8 | Damage reduction 5/magic, darkvision 60 ft., resistance to acid, cold, and electricity 10, scent, spell resistance 16 | Darkvision 60 ft., resistance to acid, cold, and electricity 5, scent, spell resistance 6 | Darkvision 60 ft., resistance to acid, cold, and electricity 5, scent, spell resistance 6 | Darkvision 60 ft., resistance to acid, cold, and electricity 5, scent, spell resistance 7 | Darkvision 60 ft., resistance to acid, cold, and electricity 5, scent, spell resistance 8 | Damage reduction 5/magic, darkvision 60 ft., resistance to acid, cold, and electricity 5, scent, spell resistance 11 |
| Saves: | Fort +4, Ref +6, Will +2 | Fort +8, Ref +10, Will +4 | Fort +2, Ref +5, Will +1 | Fort +2, Ref +5, Will +1 | Fort +3, Ref +6, Will +1 | Fort +3, Ref +6, Will +2 | Fort +6, Ref +7, Will +3 |
| Abilities: | Str 17, Dex 17, Con 13, Int 3, Wis 12, Cha 2 | Str 25, Dex 17, Con 13, Int 3, Wis 12, Cha 2 | Str 4, Dex 17, Con 11, Int 3, Wis 12, Cha 2 | Str 6, Dex 17, Con 11, Int 3, Wis 12, Cha 2 | Str 8, Dex 17, Con 11, Int 3, Wis 12, Cha 2 | Str 10, Dex 17, Con 11, Int 3, Wis 12, Cha 2 | Str 16, Dex 15, Con 13, Int 3, Wis 12, Cha 2 |
| Skills: | Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11; racial bonuses | Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16; racial bonuses | Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5; racial bonuses | Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6; racial bonuses | Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7; racial bonuses | Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8; racial bonuses | Balance +10, Climb +11, Hide +3, Listen +7, Spot +7, Swim +11; racial bonuses |
| Feats: | Alertness, Toughness | Alertness, Endurance, Skill Focus (Hide), Toughness | Weapon Finesse | Weapon Finesse | Weapon Finesse | Improved Initiative, Weapon Finesse | Improved Initiative, Run, Weapon Focus (bite) |
| Environment: | Any good-aligned plane | Any good-aligned plane | Any good-aligned plane | Any good-aligned plane | Any good-aligned plane | Any good-aligned plane | Any good-aligned plane |
| Organization: | Solitary | Solitary | Solitary | Solitary | Solitary | Solitary | Solitary |
| Challenge Rating: | 2 | 7 | 1⁄3 | ½ | 1 | 2 | 4 |
| Treasure: | None | None | None | None | None | None | None |
| Alignment: | Always good (any) | Always good (any) | Always good (any) | Always good (any) | Always good (any) | Always good (any) | Always good (any) |
| Advancement: | 4–5 HD (Medium); 6–10 HD (Large) | 12–16 HD (Huge); 17–33 HD (Gargantuan) | — | — | — | — | 7–18 HD (Huge) |
| Level Adjustment: | — | — | — | — | — | — | — |
Celestial Constrictor Snake:
Medium •
Giant
Celestial Viper Snake:
Tiny •
Small •
Medium •
Large •
Huge
Celestial constrictor snakes usually are not aggressive and flee when confronted. They hunt for food but do not attempt to make a meal out of any creature that is too large to constrict.
Celestial giant constrictor snakes are somewhat more aggressive than their smaller cousins, principally because they need a great amount of food to survive.
Constrict (Ex): On a successful grapple check, a celestial constrictor snake deals the damage indicated for this ability in the Special Attack entry in its statistics block above (1d4+3 points of damage for celestial constrictor snakes; 1d8+10 points of damage for giant constrictor snakes).
Improved Grab (Ex): To use this ability, a celestial constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
These creatures range widely in size. They are not particularly aggressive, but will often lash out with a bite attack before attempting to retreat.
Celestial viper snakes rely on their venomous bite to kill prey and defend themselves.
Poison (Ex): A celestial viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The Fortitude save DC varies by the snake’s size, as shown in the snake’s Special Attack entry in its statistics block above. The save DCs are Constitution-based.
Source: Monster Manual (version 3.5), page 279.
| Hit Dice: | 16d8+124 (196 hp) |
| Initiative: | –1 |
| Speed: | 30 ft. (6 squares) |
| Armor Class: | 18 (–2 size, –1 Dex, +11 natural), touch 7, flat-footed 18 |
| Base Attack/Grapple: | +12/+30 |
| Attack: | Gore +20 melee (2d8+15) |
| Full Attack: | Gore +20 melee (2d8+15) |
| Space/Reach: | 15 ft./10 ft. |
| Special Attacks: | Powerful charge, smite evil (+16 dmg 1/day), trample 2d12+15 |
| Special Qualities: | Damage reduction 10/magic, darkvision 60 ft., low-light vision, resistance to acid, cold, and electricity 10, scent, spell resistance 21 |
| Saves: | Fort +19, Ref +9, Will +6 |
| Abilities: | Str 30, Dex 9, Con 25, Int 3, Wis 12, Cha 7 |
| Skills: | Listen +13, Spot +12 |
| Feats: | Alertness, Great Fortitude, Toughness (4) |
| Environment: | Any good-aligned plane |
| Organization: | Solitary, pair, or herd (5–8) |
| Challenge Rating: | 11 |
| Treasure: | None |
| Alignment: | Always good (any) |
| Advancement: | 17–32 HD (Huge); 33–48 HD (Gargantuan) |
| Level Adjustment: | — |
The massive beast has a huge plate of bone protecting the front of its 6-foot-long head, from which project two great horns, while a shorter horn juts from its nose.
This massive herbivore is fairly short-tempered and aggressive.
A celestial triceratops has a body about 25 feet long and weighs about 20,000 pounds.
These creatures are likely to charge and skewer any creature of at least Large size that infringes on their territory. A celestial triceratops uses its trample attack on smaller opponents.
The natural weapons of a celestial triceratops is treated as magic weapons for the purpose of overcoming damage reduction.
Powerful Charge (Ex): When a celestial triceratops charges, its gore attack deals 4d8+20 points of damage.
Trample (Ex): Reflex half DC 28. The save DC is Strength-based. See Overrun.
Source: Monster Manual (version 3.5), page 61.
Some varieties of these seagoing mammals are among the largest animals known. Relatively small celestial whales (such as the orca presented here) can be vicious predators, attacking virtually anything they detect.
The natural weapons of a celestial whales are treated as magic weapons for the purpose of overcoming damage reduction.
Blindsight (Ex): Celestial whales can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human’s.
Hold Breath (Ex): A celestial whale can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.
Skills: A celestial whale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
A celestial whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.
The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Celestial Baleen Whale Gargantuan Magical Beast (Augmented Animal, Extraplanar) |
Celestial Cachalot Whale Gargantuan Magical Beast (Augmented Animal, Extraplanar) |
Celestial Orca Huge Magical Beast (Augmented Animal, Extraplanar) |
|
|---|---|---|---|
| Hit Dice: | 12d8+78 (132 hp) | 12d8+87 (141 hp) | 9d8+48 (88 hp) |
| Initiative: | +1 | +1 | +2 |
| Speed: | Swim 40 ft. (8 squares) | Swim 40 ft. (8 squares) | Swim 50 ft. (10 squares) |
| Armor Class: | 16 (–4 size, +1 Dex, +9 natural), touch 7, flat-footed 15 | 16 (–4 size, +1 Dex, +9 natural), touch 7, flat-footed 15 | 16 (–2 size, +2 Dex, +6 natural), touch 10, flat-footed 14 |
| Base Attack/Grapple: | +9/+33 | +9/+33 | +6/+22 |
| Attack: | Tail slap +17 melee (1d8+18) | Bite +17 melee (4d6+12) | Bite +12 melee (2d6+12) |
| Full Attack: | Tail slap +17 melee (1d8+18) | Bite +17 melee (4d6+12) and tail slap +12 melee (1d8+6) | Bite +12 melee (2d6+12) |
| Space/Reach: | 20 ft./15 ft. | 20 ft./15 ft. | 15 ft./10 ft. |
| Special Attacks: | Smite evil (+12 dmg 1/day) | Smite evil (+12 dmg 1/day) | Smite evil (+9 dmg 1/day) |
| Special Qualities: | Blindsight 120 ft., damage reduction 10/magic, darkvision 60 ft., hold breath, low-light vision, resistance to acid, cold, and electricity 10, spell resistance 17 | Blindsight 120 ft., hold breath, low-light vision, damage reduction 10/magic, darkvision 60 ft., resistance to acid, cold, and electricity 10, spell resistance 17 | Blindsight 120 ft., damage reduction 5/magic, darkvision 60 ft., hold breath, low-light vision, resistance to acid, cold, and electricity 10, spell resistance 14 |
| Saves: | Fort +14, Ref +9, Will +5 | Fort +15, Ref +9, Will +6 | Fort +11, Ref +8, Will +5 |
| Abilities: | Str 35, Dex 13, Con 22, Int 3, Wis 12, Cha 6 | Str 35, Dex 13, Con 24, Int 3, Wis 14, Cha 6 | Str 27, Dex 15, Con 21, Int 3, Wis 14, Cha 6 |
| Skills: | Listen +15, Spot +14, Swim +20; racial bonuses | Listen +15, Spot +14, Swim +20; racial bonuses | Listen +14, Spot +14, Swim +16; racial bonuses |
| Feats: | Alertness, Diehard, Endurance, Toughness (2) | Alertness, Diehard, Endurance, Improved Natural Attack (bite), Toughness | Alertness, Endurance, Run, Toughness |
| Environment: | Any good-aligned plane | Any good-aligned plane | Any good-aligned plane |
| Organization: | Solitary | Solitary or pod (6–11) | Solitary or pod (6–11) |
| Challenge Rating: | 8 | 9 | 7 |
| Treasure: | None | None | None |
| Alignment: | Always good (any) | Always good (any) | Always good (any) |
| Advancement: | 13–18 HD (Gargantuan); 19–36 HD (Colossal) | 13–18 HD (Gargantuan); 19–36 HD (Colossal) | 10–13 HD (Huge); 14–27 HD (Gargantuan) |
| Level Adjustment: | — | — | — |
Celestial Baleen Whale • Celestial Cachalot Whale • Celestial Orca
The statistics for this creature describe a plankton-feeding whale between 30 and 60 feet long, such as gray, humpback, and right whales.
These massive creatures are surprisingly gentle. If harassed or provoked, they are as likely to flee as they are to retaliate.
Also known as sperm whales, these creatures can be up to 60 feet long. They prey on giant squids.
These ferocious creatures are about 30 feet long. They eat fish, squid, seals, and other whales.
Source: Monster Manual (version 3.5), page 282.