Celestial Creatures, Part I
"Your corruption shall not be tolerated any longer. Prepare to embrace the peace of oblivion, fiend!"
- Hethaniel, planetar dragoon.
[spoiler]
Monster Manual I[spoiler]
Astral DevaCR: 14
HD: 12
How to get it: None by RAW, likely Summon Monster IX or Planar Binding
Role: Overlord
Fluff: Although they are amongst the weakest of aasimon (or angels), astral devas are forces to be reckoned with. They are particularly keen on protecting and rescuing good planar travelers (hence the astral bit), and fighting the fiends of the Lower planes. They, unlike many other celestials, are capable of traveling freely throughout the fiendish planes. Enticing them should be as easy as showing that your foes are irrevocably evil.
Advantages: Wow, starting off with a bang: the astral deva, like all aasimon, can exude a double-strength Magic Circle of Evil, providing a potent buff against evil creatures. They're no slouches in melee with their maces of disruption, and they can stun creatures they hit more than once. Their SLAs are potent as well, though certainly less so against non-evil foes. They have a swift fly speed and extremely high spell resistance for their level.
Disadvantages: Their basic physical damage and AC are a tad on the low side.
Notable SLAs: Dispel Magic, Holy Aura, Holy Smite, Holy Word, Invisibility (self only), Plane Shift, Remove Disease, and Remove Fear at will, plus Cure Light Wounds and See Invisibility 7/day, plus Blade Barrier and Heal 1/day.
Final Evaluation: A fine pinnacle for a celestial summoner, Astral Devas are capable in melee, they're quick, and can devastate evil critters with their SLAs. There isn't much to nitpick here - an unreserved recommendation here.
AvoralCR: 9
HD: 7
How to get it: SM VII
Role: Assassin/Caster
Fluff: Scouts and hunters in the guardinal armies, avorals are tasked with the defense of their realm from aerial invasion. They relish their freedom and love to soar in the skies, gripped with a permanent wanderlust.
Advantages: A handy scout with a 90' fly speed and great senses - +21 in Spot as well as permanent True Seeing. Halfway-decent stealth scores, too. They can also lay on hands for their full HP amount, so they're one of your best "wizards-can-heal-too" summons. A long list of SLAs means you should be able to find a use for something.
Disadvantages: Their damage is lackluster and their SLAs aren't exactly offensive powerhouses. Summons with Weapon Finesse don't gain much from your Augment Summon
Notable SLAs: Blur (self only), Command, Dimension Door, Dispel Magic, Gust of Wind, Hold Person, and Magic Missile at will; empowered Magic Missile and Lightning Bolt 3/day.
Final Evaluation: Fairly obvious a utility summon, the avoral shouldn't see much use in combat for you. While useful in other arenas, it's not going to provide what you're looking for in battle.
Bralani EladrinCR: 6
HD: 6
How to get it: SM VI
Role: Brute/Assassin
Fluff: Bralani are the most wild of their kind, certainly a fear for the chaotic eladrin. They travel in packs, wandering and playing practical jokes on mortals. They are overly spontaneous and whimsical, making them difficult for many to deal with.
Advantages: Their scimitars and composite longbows are holy, making them competent attackers against evil creatures. They have an exceptional fly speed (100', perfect maneuverability), though they do need to switch to whirlwind form to make use of it. Their SLAs make them a handy distraction in combat.
Disadvantages: A little low on HP. It takes a standard action to switch between whirlwind and human form, which makes them less practically mobile in combat situations.
Notable SLAs: Blur, Charm Person, Gust of Wind, Mirror Image, and Wind Wall at will; Cure Serious Wounds and Lightning Bolt 2/day.
Final Evaluation: A great pick, honestly - mobile, powerful in combat, and great at keeping your enemies occupied. Not quite stellar (a little fragile once the defenses have been punctured), but usually a good standby.
CouatlCR: 10
HD: 9
How to get it: SM IX
Role: Caster/Manipulator
Fluff:Advantages: Disadvantages: Notable SLAs: Final Evaluation: Ghaele EladrinCR: 13
HD: 10
How to get it: None by RAW, likely SM IX or PB
Role: Overlord
Fluff:Advantages: Disadvantages: Notable SLAs: Final Evaluation: Hound Archon (normal and hero)
CR: 4; 16
HD: 6; 17
How to get it: SM V or Lesser Planar Binding; Greater Planar Binding
Role: Brute
Fluff: Rank-and-file soldiers in celestial armies, hound archons are tasked with the protection and guidance of the innocent. They are passionate in their fight against evil, but not especially bright - a smooth talker could easily gain their services for extended periods of time. Hound Archon Heroes are simply mid-level paladins, taking their fight against evil and chaos to further stick-up-the-ass levels.
Advantages: Disadvantages: Notable SLAs: Aid, Continual Flame, Detect Evil, and Message at will. Hound Archon Heroes typically prepare paladin spells like Bull's Strength, Divine Favor, Eagle's Splendor, and Protection from Evil.
Final Evaluation: Lantern ArchonCR: 2
HD: 1
How to get it: SM IV
Role: Minion
Fluff: Though they are physically very weak, lantern archons are eager to help good adventurers, and will likely be amenable to even the most one-sided of bargains. After all, they're the celestial equivalent of interns.
Advantages: Their light rays overcome any damage reduction, possibly making them decent against tough foes (though likely only when summoned en masse and spread out to avoid area attacks). They have a decent complement of helpful SLAs, at least for their level. They're quite mobile and have admirable DR for their level.
Disadvantages: Terrible damage and almost pathetically low health. Despite their mobility, they do not have the aptitude for stealth to make decent scouts.
Notable SLAs: Aid, Detect Evil, and Continual Flame at will.
Final Evaluation: A decent little minion, though nothing special. They're helpful laser cannons, but they're rarely going to stick around for very long, especially if they gain enemy attention. I prefer my summons to fight directly and occupy the enemy, so I'd recommend them only situationally.
LeonalCR: 12
HD: 12
How to get it: SM IX
Role: Brute/Assassin
Fluff:Advantages: Disadvantages: Notable SLAs: Final Evaluation: LillendCR: 7
HD: 7
How to get it: SM VIII
Role: Manipulator
Fluff:Advantages: Disadvantages: Notable SLAs: Final Evaluation: PlanetarCR: 16
HD: 14
How to get it: Planar Binding with Improved Calling or Greater Planar Binding.
Role: Overlord
Fluff: Like their aasimon kin, planetars focus on fighting the forces of evil and often aid powerful mortals in doing so. They often serve as captains and generals, so don't expect them to take kindly to being commanded, but for the right cause, they'll acquiesce.
Advantages: First and foremost: they're a 14 HD creature that casts as a 17th level cleric, so they bring intense spellcasting might to the table. They are also capable warriors, especially after throwing down Righteous Might and wading into battle with their +3 greatswords. Mobile, hearty, and with powerful SLAs in addition to the clerical casting.
Disadvantages: Due to their low HD total versus their CR, their attack bonus leaves something to be desired. AC is a little on the low side.
Notable SLAs: Dispel Magic, Holy Smite, Invisibility (self only), Lesser Restoration, and Speak with Dead at will, plus Blade Barrier, Flame Strike, Power Word Stun, Raise Dead, and Waves of Fatigue 3/day, plus Earthquake, Greater Restoration, Mass Charm Monster, and Waves of Exhaustion 1/day. Cleric spells typically include Implosion, Holy Aura, Shield of Law, Banishment, Harm, Heal, Heroes' Feast, Circle of Doom, Righteous Might, Death Ward, Dismissal, Prayer, Wind Wall, Hold Person, and Divine Favor.
Final Evaluation: You'd be crazy not to want one. They can pretty much do anything you want, likely better than you - by the time you can bind one, they can cast better than a cleric of your level.
SolarCR: 23
HD: 22
How to get it: Implore (from Dragon Magazine #336)
Role: Overlord
Fluff: Amongst the mightiest of all aasimon, Solars rarely deign to serve mortals, preferring to concentrate on matters of more import. It's going to take some tactful diplomacy to convince these paragons of order and justice to fight under your command - they're practically deities themselves.
Advantages: Everything.
Everything. They cast as level 20 clerics. They can create arrows of slaying instantly and automatically. They attack with +5 dancing greatswords, and can fly like the goddamn wind. Epic damage reduction, saves, and spell resistance.
Disadvantages: Basically none. The only gripe I might be able to make is that their AC is a bit lacking, though their aura helps with that.
Notable SLAs: Dimensional Anchor, Holy Smite, Imprisonment, and Waves of Fatigue at will, plus Blade Barrier, Earthquake, Heal, Mass Charm Monster, Resurrection, and Waves of Exhaustion 3/day, plus Greater Restoration, Power Word Blind, Power Word Kill, Power Word Stun, Prismatic Spray, and Wish 1/day. Typical cleric spells include Storm of Vengeance, Miracle, Mass Heal, Elemental Swarm, Fire Storm, Whirlwind, Control Weather, Destruction, Dictum, Holy Word, Regenerate, Chain Lightning, Undeath to Death, Righteous Might, Symbol of Pain, and Divine Power.
Final Evaluation: With a solar at your side, you win the game. Practically nothing short of DM fiat can stop you.
Trumpet ArchonCR: 14
HD: 12
How to get it: None by RAW, likely SM IX or PB
Role: Brute/Caster
Fluff:Advantages: Disadvantages: Notable SLAs: Final Evaluation: [/spoiler]
Monster Manual II[spoiler]
CervidalCR: 3
HD: 4
How to get it: None by RAW, likely SM IV
Role: Minion
Fluff:Advantages: Disadvantages: Notable SLAs: Final Evaluation: LupinalCR: 5
HD: 8
How to get it: None by RAW, likely SM VII
Role: Brute/Caster
Fluff:Advantages: Disadvantages: Notable SLAs: Final Evaluation: [/spoiler]
Monster Manual III[spoiler]
Prismatic GolemCR: 18
HD: 20
How to get it: GPB with Improved Calling
Role: Assassin
Fluff:Advantages: Disadvantages: Notable SLAs: Final Evaluation: [/spoiler]
Monster Manual IV[spoiler]
Dwarf AncestorCR: 6
HD: 5
How to get it: SM V (though only available to clerics of Moradin by RAW)
Role: Brute
Fluff:Advantages: Disadvantages: Notable SLAs: Final Evaluation: Justice Archon (normal and champion)CR: 6; 10
HD: 6; 10
How to get it: SM VII; None by RAW, likely SM VIII
Role: Brute
Fluff:Advantages: Disadvantages: Notable SLAs: Final Evaluation: [/spoiler]
Monster Manual V[spoiler]
Arcadian AvengerCR: 6
HD: 8
How to get it: SM IV by a non-evil, lawful caster
Role: Brute
Fluff:Advantages: Disadvantages: Notable SLAs: Final Evaluation: [/spoiler]
Fiend Folio[spoiler]
Monadic DevaCR: 12
HD: 10
How to get it: SM IX
Role: Overlord
Fluff:Advantages: Disadvantages: Notable SLAs: Final Evaluation: Movanic DevaCR: 9
HD: 6
How to get it: SM VII
Role: Brute/Caster
Fluff:Advantages: Disadvantages: Notable SLAs: Final Evaluation: [/spoiler][/spoiler]