Monday, August 20, 2018

Classifying Monvesian Creatures: Divinities

I introduced the idea of divininties as part of "Planar Inhabitants of Monvesia," and later included similar information in "Classifying Monvesian Creatures."  Here, I will collect all the information about this new creature type and further explore their hierarchies.

Image result for saints and angels

Divinities are powerful creatures native to the Dominions. They include monsters once classified as Celestials and Fiends (particularly Angels, Demons, and Devils--now all considered Angels), as well as two new creatures: Aeons and Saints. While arch-daemons and genie nobles are unique among their types for their ability to help mortals ascend to immortality, any divinity may do so--including recently ascended saints.


Aeons are unique divinities, each tied to one of the temperamental Spheres.  They are the intelligences that guide each Sphere.  Aeons are a new creature, but would be equivalent to celestials with the titan tag.  There are only six Aeons in existence.  At least, that's what the Temperamental Orders would have you believe. While only one aeon exists for each of the Spheres, there may be other aeons outside the spheres; however, if there are, they have not make themselves known to the mortals of Monvesia.

* Aeras, Aeon of Air [divinity (idealist)] {celestial (titan)}
* Gaion, Aeon of Earth [divinity (materialist)] {celestial (titan)}
* Hydor, Aeon of Water [divinity (dynamist)] {celestial (titan)}
* Lux, Aeon of Light [divinity (altruist)] {celestial (titan)}
* Nox, Aeon of Void [divinity (nihilist)] {celestial (titan)}
* Pyr, Aeon of Fire [divinity (vitalist)] {celestial (titan)}

These aeons are the over-deities (divine rank 21+ of 3rd Edition) in this campaign setting, having dominion over all other divinities.  Their bodies are the Spheres themselves.


Saints are mortals who have ascended to divine rank. Unlike aeons and angels, saints continue to grow in power and authority until they become nearly equal to the Aeons--or else choose to stop.  Therefore, there are several ranks of saints, from the neophyte ascendant to the godlike archsaint.  While generalities can be assumed based on Sphere and rank, each saint is a unique being on its own path with its own origin and powers.

Known saints include the Dwarven paragons, the archsaints of the Icosad/Tetracosad, and the Akhnaphar of the Kleimland.  While the Universal and Metropolitan Orders recognize 24 "archsaints," not all of these have attained the power that title implies--many are Glorified or Blessed Saints.
The ranks of saints roughly coincide with the divine ranks of 3rd Edition, as noted in the list below.  They are speifically meant to mimic the ranks of immortals from the Rules Cyclopedia.
* Saint, Ascendant [divinity (universalist)] {celestial} <quasi-deity (0), "least" immortal>
* Saint, Venerable [divinity (universalist)] {celestial} <demigod (1-5), "lesser" immortal>
* Saint, Blessed [divinity (universalist)] {celestial} <lesser deity (6-10), average immortal>
* Saint, Glorified [divinity (universalist)] {celestial} <intermed. deity (11-15), greater immortal>
* Saint, Archsaint [divinity (universalist)] {celestial} <greater deity (16-20), ultimate immortal>


Angels are the servants of the aeons, born from their essence to carry out their will as champions of the Spheres. Each angel serves a particular role, and is typically unique to one or two Spheres.  Angels are so rarely see on the Mortal Plane that most mortals actually consider elementals and genies to be angels.  However, angels do visit Monvesia; and the first mortals to ascend to sainthood did so with angelic patrons.

The ranks of Monvesia's angels are drawn from the angels, demons, and devils of 5th edition. Each Sphere produces one unique angel, and overlapping Spheres share an angel type; therefore, each Sphere produces five different types of angel.
The following list shows the new angels with the old, as if the new angels were to exist in the same structures as the old.
Angel, Battleforce [divinity (angel) (dynamist or materialist)] GGR
Angel, Deathpact [divinity (angel) (dynamist or nihilist)] GGR
Angel, Deva / Astral Deva [divinity (angel) (altruist or dynamist)]
Angel, Firemane / Cherub [divinity (angel) (materialist or vitalist)] GGR
* Angel, Monad / Monadic Deva [divinity (angel) (dynamist or idealist)] {celestial}
* Angel, Movanic / Movanic Deva [divinity (angel) (idealist or vitalist)] {celestial}
Angel, Planetar [divinity (angel) (altruist or materialist)]
* Angel, Seraph [divinity (angel) (altruist or vitalist)] {celestial}
Angel, Solar [divinity (angel) (altruist or idealist)]

* Archon, Lantern Archon [divinity (angel) (altruist)] {celestial}
* Archon, Trumpet Archon [divinity (angel) (idealist)] {celestial}

Demon, Balor [divinity (angel) (vitalist)]
Demon, Shadow Demon [divinity (angel) (nihilist)]

Devil, Amnizu [divinity (angel) (idealist or nihilist)]
Devil, Erinyes [divinity (angel) (materialist or nihilist)]
Devil, Horned Devil [divinity (angel) (nihilist or vitalist)]
Devil, Pit Fiend [divinity (angel) (materialist)]

* Paraclete [divinity (angel) (dynamist)] {celestial}

Horned Dev.
Shadow Dem.
(Horned Dev.)
Pit Fiend
Trumpet Arc.
Lantern Arc.


The nephilim are the descendants of mortals and angels.  Their existence is considered an abomination by many, though fringe orders may honor them.  Like the genasi, a nephil may ascend to sainthood; however, a nephil is prohibited from ascending to the Sphere in opposition to their angelic parent's Sphere of service.
In other settings, nephilim would be the descendants of any celestial--particularly angels, archons, and empyreans.


Medium divinity, any temperament  {Medium celestial, any good alignment}
NOTE:  A nephil's abilities are determined in part by the Sphere of their angelic parent.  For angels from two spheres, choose one to determine special abilities.
For other campaign settings, follow the guidelines presented in {braced text} 
  • Armor Class 19 (scale mail)
  • Hit Points 82 (11d8 + 33)
  • Speed 30 ft., fly 60 ft.
STR 18 (+4)  DEX 18 (+4)  CON 16 (+3)  INT 12 (+1)  WIS 16 (+3)  CHA 13 (+1)
  • Saving Throws  Str +7, Con +6, Int +5, Cha +6
  • Skills  Insight +6, Perception +6, Persuasion +4, Stealth +7
  • Damage Resistance  lightning, poison, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses  darkvision 60 ft., passive Perception 14
  • Languages  one Common, one Outsider  {Celestial, Common}
  • Challenge 5 (1,800 XP)

Celestial Blessing.  The AC of the nephil includes its Wisdom bonus.

Innate Spellcasting.  The nephil's spellcasting ability is Wisdom (spell DC 14).  The nephil can cast the following spells, requiring no material components:
3/day each: alter self, command, detect magic
1/day:  plane shift (self only)

Multiattack.  The nephil makes two melee attacks or uses its Elemental Ray twice.  

Spear.  Melee or Ranges Weapon Attack:  +7 to hit, reach 5 ft. or range 20/60 ft., one target.  Hit:  7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) if used with two hands to make a melee attack, plus 3 (1d6) elemental damage (see below)  {radiant damage}

Elemental Ray.  Ranged Spell Attack:  +7 to hit, range 120 ft., one target.  Hit: 10 (3d6) elemental {radiant} damage (by sphere).
  • Hierosphere, radiant damage
  • Aerosphere, lightning damage
  • Hydrosphere, cold damage
  • Lithosphere, acid damage
  • Pyrosphere, fire damage
  • Necrosphere, necrotic damage
Aqueous Insight (Hydrosphere Nephilim only).  As Fury of the Nine, see "Infernal Cambions" in Mordenkainen's Tome of Foes.

Igneous Power (Pyrosphere Nephilim only).  As Spell Shield and Spell Leech, see "Cult of Mephistopheles" in Mordenkainen's Tome of Foes.

Luminous Unction (Hierosphere Nephilim only).  At the end of each of the nephil's turns, each living ally of its choice that it can see within 30 feet gains 10 temporary hit points, provided the nephil isn't incapacitated.
     In addition, this nephil can use its Innate Spellcasting to cast mass healing word three times per day. 
Use this ability for nephilim of other campaign settings.  Other abilities listed here could be used as variants, according to campaign need.
Spiritual Charm (Aerosphere Nephilim only).  As Fiendish Charm, see "Cambion" in the Monster Manual.

Terrestrial Call (Lithosphere Nephilim only).  As Horned One's Call, see "Demonic Cambions" in Mordenkainen's Tome of Foes.

Vacuous Spawn (Necrosphere Nephilim only).  As Spawn of the Grave, see "Demonic Cambions" in Mordenkainen's Tome of Foes.

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