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Angel Malakhim

Angel, Malakhim, By Juan de Juanes - [2], Public Domain, https://commons.wikimedia.org/w/index.php?curid=3510580
By Juan de Juanes – [2], Public Domain, https://commons.wikimedia.org/w/index.php?curid=3510580

This humanoid looking creature is fair and has stark features, unearthly beauty and a tall body that he or she might choose to hide from view. Eyes look as though they see through you, a piercing teal or blue that warms the heart and calms the mind.

From D&D Wiki
Created Sulacu
Date Created: March 10, 2008

Angels, also known as the Malakhim (meaning messengers or angels), are the lowest order of the angels, and the most familiar to men. They are the ones most concerned with the affairs of living things. Within the category of angels, there are different kinds, with different functions. The angels are sent as messengers to men. An angel stands about 6 feet tall and weighs around 160 pounds.

 AngelArchangel
Size/TypeMedium outsider (Extraplanar, Good, True Celestial)Medium outsider (Extraplanar, Good, True Celestial)
Hit Dice7d10+21 (91 hp)15d10+75 (225 hp)
Initiative+8+10
Speed40 ft. (8 squares), Fly 120 ft. (good)40 ft. (8 squares), Fly 120 ft. (good)
Armor
Class
28 (+3 Dexterity, +9 natural armor, +5 deflection, +1 divine), touch 19, flat-footed 2544 (+4 Dexterity, +11 natural, +10 +5 mithral breastplate, +7 deflection, +2 divine), touch 23, flat-footed 40
Base Attack/Grapple+7/+12+15/+24
Attack+2 longsword +15 melee (1d8+5/19-20 plus smite)+5 longsword +30 melee (1d8+12/17-20 plus smite)
Full Attack+2 longsword +15/+10 melee (1d8+5/19-20 plus smite)+5 longsword +30/+25/+20 melee (1d8+12/17-20 plus smite)
Space/Reach5 ft./5 ft.5 ft./5 ft.
Special
Attacks
Divine aura, divine presence, smite, spell-like abilities, spells, turn undeadDivine aura, divine presence, smite, spell-like abilities, spells, turn undead
Special
Qualities
True celestial traits, true celestial immunities, true celestial rank 1, damage reduction 10/evil, immunity to acid and cold, regeneration 10, resistance to electricity and fire 10, Spell Resistance 20True celestial traits, true celestial immunities, true celestial rank 2, damage reduction 10/evil, immunity to acid and cold, regeneration 10, resistance to electricity and fire 15, Spell Resistance 29
SavesFort +9, Ref +9, Will +9Fort +25, Ref +20, Will +20
AbilitiesStrength 19, Dexterity 16, Constitution 17, Intelligence 14, Wisdom 16, Charisma 21Strength 25, Dexterity 18, Constitution 21, Intelligence 16, Wisdom 18, Charisma 25
SkillsBluff +12, Concentration +14, Diplomacy +16, Disguise +12, Gather
Information
+14, Heal +10, Hide +10, Knowledge (Arcana, local, the planes) +9 , Listen +12, Sense Motive +10, Search +11, Spot +12, Spellcraft +11
Bluff +23, Concentration +25, Diplomacy +27, Disguise +23, Gather Information +25, Heal +20, Hide +16, Knowledge (Arcana, local, the planes) +15, Listen +20, Sense Motive +20, Search +19, Spot +20, Spellcraft +21
FeatsImproved Initiative, Improved Turning, Weapon Focus (longsword) Cleave, Improved Critical (longsword),Improved Initiative, Improved Turning, Weapon Focus (longsword), Power Attack
EnvironmentGood aligned outer planesGood aligned outer planes
OrganizationUsually solitaryUsually solitary
Challenge Rating919
TreasureDouble standardDouble standard
AlignmentAlways neutral goodAlways neutral good
AdvancementBy character classBy character class
Level Adjustment

Combat

Angels are capable warriors, spellweavers, scouts and diplomats, with strong convictions, preferring to focus wholeheartedly upon their foe or their mission in order to spare the innocent from collateral damage. They often sidle through the world of the living, disguising themselves as humans or elves. Angels are the lowest rank within the celestial hierarchy, and have effective rank 1 as a true celestial. Angels can extrude their wings from their bodies (and make them disappear) at will.

An angel is treated as an 8 HD creature when targeted by HD-dependent effects, and its natural weapons and any weapons it wields are treated as good-aligned for the purpose of overcoming damage reduction.

Divine Aura (Su): An angel’s divine aura functions like a globe of invulnerability, rendering the angel immune to all spells of level 1 or lower.

Divine Presence (Su): An angel’s divine presence extends out in a 20-foot emanation, and functions as an enhanced magic circle against evil, granting its benefits to any creature inside it, as well as protecting every good-aligned creature within range with a holy aura spell.

Regeneration (Ex): Evil-aligned weapons and spells with the Evil descriptor deal normal damage to an angel. If an angel loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Smite (Su): An angel’s natural attack as well as attacks with any weapon it wields deal 1d8 extra damage to any evil creature, or half that to a neutral creature, or 2d6 added damage in case of an evil-aligned outsider. Good creatures do not incur any extra damage from an angel’s smite.

Spell-Like Abilities:

Caster level 7th. Save DCs are Charisma-based.

The following abilities are always active on an angel’s person, as the spells (caster level 7th) detect evil, Detect Magic, detect thoughts, tongues

Turn undead (Su): An angel can turn undead like a 6th level cleric.

Spells: Angels can cast divine spells as 7th-level clerics. An angel has access to two of the following domains: Good, Healing, Protection and Sun (plus any
others from its deity). The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/6/5/4/2; save DC 14 + spell level)

*Domain spell. Domains: Good and Protection.

True Celestial Immunities (Ex): Ability damage and ability drain, disease, poison, petrification, polymorphing and death from massive damage.

Turn undead (Su): An angel can turn undead with an effective cleric level of 9.

Archangel

These prestigious warrior Malakhim are the keepers of Celestis, leading the armies of good into combat against the forces of Hell.

An archangel is treated as a 17 HD creature when targeted by HD-dependent effects, and its natural weapons and any weapons it wields are treated as good-aligned for the purpose of overcoming damage reduction.

Smite (Su): An archangel’s natural attack as well as attacks with any weapon it wields deal 1d8 extra damage to any evil creature, or half that to a neutral creature, or 3d6 added damage in case of an evil-aligned outsider. Good creatures do not incur any extra damage from an archangel’s smite.

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