Celestial Species in Pondera | World Anvil


Celestials are the overaching banner of types of creatures that call the afterlives of the good gods home. Celestials come in numerous varieties, and have a variety of appearances and motivations based on which deity they are under, or location they are from.


Some of the weaker of celestials, but above celestial creatures themselves in rank, Angels fill in the roll of warriors for the divines. It is most common for celestials that fall to have previously been angels, though this is not a hard and fast rule. Angels have specific mortal based forms in order to interact with mortals. These forms are chosen by the divines that create, or bring them into being.
Angels possess a certain set of abilities outside of being an outsider. Instead they gain the abilities of being an Angel.

Angelic Lictor

The basic warriors of the angels, they perform the basic functions of the army. Created when a divine has a task they wish to complete. The angel performs it for them, and when it finishes its task, they vanish from existance. Because the divines perform so many long term goals, the Lictors are the most likely to fall from grace, or become devils.

Angelic Lictor

Creature Basics: Medium Outsider (Angel, Extraplanar)
HP: 84 (+7/HD)
Initiative: 4
Speed: 50ft, 100ft Fly
Defences: AC 31, DR 10/Demonic, Immunities, Resistance 10, SR 30, Uncanny Dodge, Protective Aura
BAB/Grapple/Reach: 12/6/ 5ft
Attacks: +3 Heavy Mace of Disruption +21 Melee, Slam +18 Melee, Spell-Like Abilities
Special Abilities: Darkvision 60ft, Low-Light Vision, Tongues
Saves: Fort: 20. Ref: 12. Will: 12
Abilities: Str 22 (6) , Dex 18 (4) , Con 18 (4) , Int 18 (4) , Wis 18 (4) , Cha 20 (5)
Skills: Concentration (Con) +19, Escape Artist (Dex) +19, Investigate(*) +19, Perception (Wis) +23, Persuasion (Cha) +20, Sense Motive (Wis) +19, Sneak (Dex) +19, Survival (Wis) +19, Craft and/or Knowledge (Any four) (Wis, Int)+19
Feats: Alertness, Cleave, Dodge, Great Fortitude, Improved Initiative
Equipment: +3 Heavy Mace of Disruption, Double Goods, Standard Items
Advancement: Up to 18HD (Medium Up to 36HD (Large), or by class level.
Spell Like Abilities:CL 12, Save DC Cha based.
At Will-- Aid, Continual Flame, , Discern Lies, Dispel Evil, Dispel Magic, Holy Aura, Holy Smite, Holy Word, Invisibility (Self only), Plane Shift, Polymorph (self only), Remove curse, remove disease, remove fear.
7/day--Cure (as 1st level or less), See invisibility
1/day--Blade Barrier, Heal
Stun (Su): If an Angelic Lictor hits a creature twice in one round with their mace of disruption, the creature must succeed on a DC 22 Fort save or be stunned for 1d6 rounds. Save DC is Str based.
Uncanny Dodge (Ex): Retains dex bonus to AC when flat-footed, and cannot be flanked except by a rogue at least 4 levels above the HD of the Angelic Lictor. It can flank characters with uncanny dodge as if they were a rogue of the same level in HD.

Angelic Prefect

Considered the messengers of warfare throughout the divine realms, the Prefects control the flow of information between different Lictors, to best allow them to perform the divine task set before them. When it comes to complex tasks where information and communication is vital, a Prefect is formed alongside the Lictors. It is very unlikely for a Prefect to fall from grace, but they prove to be powerful upon doing so.

Angelic Prefect

Creature Basics: Large Outsider (Angel, Extraplanar)
HP: 112 (+8/HD)
Initiative: 4
Speed: 30ft, 90ft Fly
Defences: AC 34, DR 10/Demonic, Immunities, Protective Aura, Regeneration 10, Resistance 10, SR 30
BAB/Grapple/Reach: 14/9/ 10ft
Attacks: +3 Greatsword +23 melee, Slam +20 Melee, Spell-Like Abilities, Spells
Special Abilities: Darkvision 60ft, Low-Light Vision, Tongues
Saves: Fort: 14. Ref: 13. Will: 15
Abilities: Str 25 (7) , Dex 19 (4) , Con 20 (5) , Int 22 (6) , Wis 23 (6) , Cha 22 (6)
Skills: Concentration (Con) +22, Escape Artist (Dex) +21, Heal (Wis) +23, Investigate (*) +23, Perception (Wis) +23, Persuasion (Cha) +23, Sense Motive (Wis) +23, Sneak (Dex) +22, Survival (Wis) +23, Craft and/or Knowledge (Any four) (Wis/Int) +23
Feats: Blind Fight, Cleave, Improved Initiative, Improved Sunder, Dodge
Equipment: +3 Greatsword, no coins, double goods, standard items.
Advancement: Up to 21HD (Large Up to 42 HD (Huge)
Regeneration (Ex): All damage taken is nonlethal, unless the damage is from demonic alligned weapons or spells/spell-like effects with demonic descriptors. Nonlethal damage is healed by 10 every round. Spell-Like Abilities:CL 17, Save DC Cha based.
At Will-- Continual Flame, Dispel Magic, Holy Smite, Invisibility, Lesser REstoration, Remove Curse, Remove Disease, Remove Fear, Speak with Dead
3/day-- Blade Barrier, Flame Strike, Polymorph (self only), Power Word Stun, Raise Dead
1/day Earthquake, Greater Restoration, 8th Level Enhanced , Waves of Exhaustion.
[tooltip: These can be dispelled, but the Prefect can reactive any or all of them as a free action] Always active-- Detect Evil, Detect Snares and Pits, Discern Lies, See Invisibility, True Seeing.
Spells: Prefects can cast spells as a 17th level cleric. Can choose any of the domains from its deity. The save DCs are wisdom based.

Angelic Praeses

Considered the most powerful of the angels, the Praeses is the defender of a divine realms citizens. They specialize in allowing the souls of the dead the ability to maintain a peaceful rest, and ensure the destruction of intruders within a divines realm. There has never been an instance of a Praeses falling from grace.

Aurora Vitia

The leaders of what some call the "Day Court" of the Vitia, ruling over Vitium their numbers are few yet eternal. Considered to be the ancestors of Wild Elves.


The absolute leaders of heaven. Although they may possess mortal forms, the true forms of the Archein are terrifying to behold, as they were originally made for specific types of combat, yet have legistlative and protective measures for the realms they inhabit as well. Each deity has a set number of Archein that protect their realm, and take centuries to produce, unlike Angels.

Celestial Creatures

Any creature that dies and inhabits the planes of good deities becomes a celestial creature instead. These creatures are gifted a peaceful afterlife, or are assistants to the greater cause of the divine cosmos at their choice.


The The Wildlands is home to the Guardinevma, a group of Archein that protect the realm, but with animalistic features instead of terrifying ones. They hold no oath nor make any promises to the divine, but instead protect the realm itself, and keep hostilities to a minimum within the borders of the Wildlands


A very unique set of Celestials, Zmeya are a specific group of warrior poets that reside throughout the realms of good. They are known to be direct servants of both the nature deities and the muses, but hold no oaths to either. Should they perish, they will always revive back in The Wildlands.
Genetic Descendants
Technical Immortality


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