Change creature type to outsider
Grow one size category
Ethereal at will (50% miss chance, half dmg from area spells)
Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).
A half-angel can sprout feathered wings (at will) and can fly at twice the base creature’s base land speed (good maneuverability).
+4 racial bonus on saves against poison.
Daylight (Su) – Half-angels can use a daylight effect (as the spell) at will.
Smite Evil (Su) – Once per day a half-angel can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). (The defensive benefits from the circle are not included in an angel’s statistics block.)
Wisdom bonus to AC
Fast Healing – heals damage equal to half his HD every round (to a maximum of 10 hp)
Resistance to electricity 10 and fire 10.
Immune to Acid, Cold, Electricity & Petrification
Low-Light Vision
60 foot darkvision
Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.
Immunity to disease.
Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
A half-angel’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Spell resistance: Equal to creature’s HD + 10 (maximum 35).
Increase from the base creature as follows: Str +2, Dex +1, Con +2, Int +1, Wis +2, Cha +2.

A half-angel retains all the special attacks of the base creature and also gains the following special abilities.

HD Abilities
1-2 Protection from evil 3/day, bless
3-4 Aid, detect evil
5-6 Cure serious wounds, neutralize poison
7-8 Holy smite, remove disease
9-10 Dispel evil
11-12 Holy word
13-14 Holy aura 3/day, hallow
15-16 Mass charm monster
17-18 Summon monster IX (celestials only)
19-20 Resurrection

Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.

Always good (any).

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