Holy
Holy creatures dwell in the upper planes, realms of good, although they resemble beings found on the Material Plane. They are more regal and more beautiful than their earthly counterparts.
Holy creatures often come in metallic colors (usually silver, gold, or platinum). They can be mistaken for half-celestials, more powerful creatures that are created when a celestial mates with a non-celestial creature.
"Holy" is a template that can be added to any corporeal creature of non-evil alignment (referred to hereafter as the "base creature"). Animals with this template become Magical Beasts, but otherwise the creature type is unchanged.
A holy creature uses all the base creature's statistics and special abilities except as noted here.
Special Attacks: A holy creature retains all the special attacks of the base creature and also gains the following trait. Smite Evil: When the holy creature hits an evil creature with an attack, it may choose to deal additional damage equal to its Hit Dice (Maximum 20). Once it does so, it cannot do so again until it finish a long rest.
Special Qualities: A holy creature retains all the special qualities of the base creature and also gains the following ones:
Proficiencies: Same as the base creature.
Abilities: Same as the base creature, but Intelligence is at least 3.
Challenge Rating: Up to 3 Hit Dice, same as the base creature; 4-7 Hit Dice, same as the base creature +1; 8 or more Hit Dice, same as the base creature +2. Alignment: Always Good (any).
Holy creatures often come in metallic colors (usually silver, gold, or platinum). They can be mistaken for half-celestials, more powerful creatures that are created when a celestial mates with a non-celestial creature.
Creating a Holy Creature
Special Attacks: A holy creature retains all the special attacks of the base creature and also gains the following trait. Smite Evil: When the holy creature hits an evil creature with an attack, it may choose to deal additional damage equal to its Hit Dice (Maximum 20). Once it does so, it cannot do so again until it finish a long rest.
Special Qualities: A holy creature retains all the special qualities of the base creature and also gains the following ones:
- Darkvision to a range of 60 feet.
- Resistance 5 to Acid, Cold, and Lightning. If the creature has 12 or more Hit Dice, these resistances increase to 10.
- If the holy creature has 12 or more Hit Dice, it has resistance to Bludgeoning, Piercing, and Slashing from Non-Supernatural weapons.
- If the creature has 15 or more Hit Dice, it has Advantage on saving throws against spells, psionic powers, and other Supernatural effects.
Proficiencies: Same as the base creature.
Abilities: Same as the base creature, but Intelligence is at least 3.
Challenge Rating: Up to 3 Hit Dice, same as the base creature; 4-7 Hit Dice, same as the base creature +1; 8 or more Hit Dice, same as the base creature +2. Alignment: Always Good (any).
This is a rare option
This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.
This is a stub
This article will be expanded upon in the future
