TEXT: 1
  MORE
  CHAMPIONS 
  FOR THE
  CELESTIAL
  PARAGONS
  A Web Enhancement for 
  the Book of Exalted Deeds
  CREDITS
  Design:
  Penny Williams
  Editing:
  Penny Williams
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  Nancy Walker
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  Ed Stark
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  Julia Martin
  Web Development:
  Mark A. Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
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  The Book of Vile Darkness presented the tools and legions
  of evil, and now the Book of Exalted Deeds does the same
  for the celestial host. Within its pages are exalted feats,
  spells, and magic items, as well as the celestial
  paragons—the good counterparts of the Dukes of Hell
  and the Demon Princes. Though most of the celestial
  paragons do not personally sponsor cadres of followers,
  individual champions nonetheless dedicate themselves
  to furthering the agendas of these creatures. 
  The Book of Exalted Deeds offers one champion for each
  celestial paragon detailed in its pages. This article presents
  three more—one for a lawful good paragon of Celestia,
  one for the queen of the chaotic good Court of Stars, and
  one for a member of the neutral good Companions.
  CHUUD, CHAMPION 
  OF SEALTIEL
  Chuud is dedicated to Sealtiel. She can be called with a
  greater planar ally or greater planar binding spell.
  As a half-celestial, Chuud places more emphasis on
  the good portion of that ethos than other fellow rheks
  do. All her life, Chuud has honed her body and mind for
  defense, like the others of her kind. But while they were
  content in defending their own realm, Chuud sought
  more. A sense of responsibility deep within her drove
  her to offer her services to the Celestial Hebdomad.
  Sealtiel the Defender recognized Chuud’s potential and
  took her into his army. Realizing that defense of this
  realm was her life’s work, Chuud dedicated herself to
  Sealtiel’s service and became one of his elite.
  Now Chuud goes where Sealtiel directs, using her
  incredible strength and her twin smite abilities to battle
  enemies of Celestia wherever they may be. Mounted on
  her celestial rhino Armorplate, she presents a terrifying
  sight to those who embrace chaos and evil.
  Chuud stands 7 feet tall and weighs 350 pounds. She
  is bald and has a single horn and scaly skin like most of
  her kind, but her scales gleam golden, and her eyes
  glow with holy fire.
  D Chuud: Female half-celestial/half-rhek** paladin
  8/defender of Sealtiel** 5; CR 20; Medium outsider
  (augmented monstrous humanoid, extraplanar); HD
  5d8+30 plus 8d10+48 plus 5d12+30; hp 206; Init +3; Spd
  30 ft., fly 60 ft. (good); AC 37, touch 16, flat-footed 36;
  Base Atk +18; Grp +27; Atk +27 melee (1d8+13, gore) or
  +32 melee (1d10+18/�3, +5 defending evil outsider bane
  holy halberd) or +23 ranged (1d8+6/�3, +2 composite long-
  bow [+4 Str bonus]); Full Atk +27 melee (1d8+13, gore) or
  +32/+27/+22/+17 melee (1d10+18/�3, +5 defending evil
  
  2
  outsider bane holy halberd) and +22 melee (1d8+4, gore) or
  +23/+18/+13/+8 ranged (1d8+6/�3, +2 composite longbow
  [+4 Str bonus]); SA powerful charge 2d8+26, smite chaos,
  smite evil, smite evil, spell-like abilities, turn undead
  8/day (as 7th-level cleric); SQ +4 racial bonus on Fort
  saves against poison, blood of the martyr 1/day, celestial
  rhinoceros mount (Armorplate), damage reduction
  10/magic, darkvision 60 ft., defensive stance 3/day, detect
  chaos, immunity to disease, instant stability, magic circle,
  magic natural weapons, outsider traits, resistance to acid
  10, cold 10, electricity 10, shield of faith 3.day, shield other
  1/day, special mount benefits, spell resistance 28; AL LG;
  SV Fort +26, Ref +19, Will +23; Str 29, Dex 16, Con 23, Int
  12, Wis 19, Cha 20.  
  Skills and Feats: Concentration +10, Diplomacy
  +11, Handle Animal +17, Heal +8, Intimidate +13,
  Knowledge (religion) +5, Listen +20, Ride +17,
  Search +9, Sense Motive +12, Spot +15; Celestial
  Mount**, Diehard, Endurance, Power Attack,
  Ranged Smite Evil**, Resounding Blow**, Servant of
  the Heavens**.
  Daylight (Su): At will, Chuud can produce a
  daylight effect, as the spell.
  Powerful Charge (Ex): Chuud typically begins a
  battle by charging at an opponent, lowering her head to
  bring her mighty horn into play. In addition to the
  normal benefits and hazards of a charge, this tactic
  allows Chuud to make a single gore attack that deals
  2d8+14 points of damage.
  Smite Chaos (Su): Three times per day, Chuud can
  make a normal attack with a +2 bonus on the attack roll.
  If successful, this attack deals an additional 5 points of
  damage against a chaotic foe. If she accidentally smites a
  creature that is not chaotic, the smite has no effect, but
  the attempt still uses up one daily use of the ability.
  Smite Evil (Su): Twice per day, Chuud may
  attempt to smite evil with one normal melee attack. She
  adds +3 to her attack roll and deals an additional 8
  points of damage. In addition, because she is a half-
  celestial, she can smite evil once per day with a normal
  melee attack to deal an additional 18 points of damage.
  In either case, if she accidentally smites a creature that
  is not evil, the smite has no effect, but the attempt still
  uses up one daily use of the ability.
  Spell-Like Abilities: 3/day—holy aura (DC 21),
  protection from evil; 1/day—aid, bless, cure serious wounds
  (DC 16), detect evil, dispel evil (DC 18), hallow (DC 18),
  holy smite (DC 17), holy word (DC 20), mass charm monster
  (DC 17), neutralize poison, remove disease, summon monster
  IX (celestials only). Caster level 18th. The save DCs are
  Charisma-based.
  Aura of Courage (Su): Chuud is immune to fear,
  magical or otherwise. Each ally within 10 feet of her gains
  a +4 morale bonus on saving throws against fear effects. 
  Aura of Good (Ex): Chuud has a strong aura of
  good.
  Blood of the Martyr (Sp): Once per day, Chuud
  can use blood of the martyr**, as the spell (caster level 5th).
  Defensive Stance (Ex): When Chuud invokes
  this ability, her statistics change as follows: HD 5d8+40
  plus 8d10+64 plus 5d12+40; hp 242; AC 40, touch 20,
  flat-footed 35; Grp +28; Atk +28 melee (1d8+15, gore) or
  +33/+28/+23/+18 melee (1d10+20/�3, +5 defending
  holy evil outsider bane halberd) and +23 melee (1d8+5,
  gore); SA powerful charge 2d8+30; SV Fort +30, Ref +21,
  Will +25; Str 31, Con 27; Concentration +12.
  While in a defensive stance, Chuud cannot move
  from her position, nor can she use skills or abilities that
  would require her to shift her position, such as Move
  Silently or Jump. Her defensive stance lasts for 9
  rounds, though she may voluntarily end the effect prior
  to that limit. At the end of the defensive stance, Chuud
  is winded and takes a –2 penalty to Strength for the
  duration of that encounter. 
  Detect Chaos (Sp): Chuud can use detect chaos
  three times per day, as the spell (caster level 5th).
  Detect Evil (Sp): Chuud can use detect evil at will
  as the spell (caster level 8th).
  Divine Grace: Chuud applies her Charisma bonus
  to all saving throws. (This modifier is already figured
  into the statistics given above.)
  Divine Health: Chuud is immune to all diseases,
  including magical diseases such as mummy rot and
  lycanthropy.
  Magic Natural Weapons: Chuud’s gore attack is
  treated as a magic weapon for the purpose of overcom-
  ing damage reduction.
  Instant Stability (Su): Chuud has redundant
  internal organs and rapidly congealing blood. She auto-
  matically stabilizes when reduced to –1 to –9 hp,
  though she still dies when reduced to –10 hp or below.
  Lay on Hands (Su): Chuud can heal wounds (her
  own or those of others) by touch. Each day, she can heal
  24 hit points of damage. She may choose to divide her
  healing among multiple recipients, and she doesn’t have
  to use it all at once. Alternatively, she can use any or all of
  this healing to deal damage to undead creatures. Using
  lay on hands in this way requires a successful melee touch
  attack and doesn’t provoke an attack of opportunity. 
  Magic Circle (Su):
  Chuud is constantly
  surrounded by an effect that duplicates the magic circle
  against evil spell (caster level 5th).
  
  3
  Outsider Traits: Chuud cannot be raised, reincar-
  nated or resurrected (though a limited wish, wish, miracle, or
  true resurrection spell can restore life). Darkvision 60 ft.
  Remove Disease (Sp): Chuud can produce a
  remove disease effect, as the spell, once per week.
  Shield of Faith (Sp): Three times per day, Chuud
  can use shield of faith, as the spell (caster level 5th).
  Shield Other (Sp): Once per day, Chuud can use
  shield other, as the spell (caster level 5th).
  Special Mount Benefits: Chuud receives the
  following benefits because of Armorplate, her celestial
  rhinoceros mount.
  Empathic Link (Su): Chuud can communicate tele-
  pathically with Armorplate at a distance of up to 1 mile.
  She has the same connection to an item or a place that
  Armorplate does.
  Share Spells: Chuud may have any spell she casts on
  herself also affect Armorplate if the latter is within 5
  feet at the time of casting. She may also cast a spell with
  a target of “You” on Armorplate.
  Paladin Spells Prepared (2/1; save DC 12 +
  spell level): 1st—divine favor, virtue; 2nd—bull’s strength.
  Possessions: +5 defending evil outsider bane holy halberd,
  +2 composite longbow (+4 Str bonus), +5 exalted** sacred**
  full plate armor, ring of protection +5, ring of regeneration,
  cloak of resistance +4, gloves of Dexterity +4, belt of giant
  strength +4, greater strand of prayer beads.
  D Armorplate: Male celestial rhinoceros mount;
  CR —; Large magical beast (augmented animal, extra-
  planar); HD 10d8+50; hp 95; Init +0; Spd 30 ft.; AC 28,
  touch 9, flat-footed 28; Base Atk +7; Grp +19; Atk +14
  melee (2d6+12, gore); Full Atk +14 melee (2d6+12, gore);
  Space/Reach 10 ft./5 ft.; SA powerful charge 4d6+24,
  smite evil; SQ aura of good, damage reduction 10/magic,
  darkvision 60 ft., improved evasion, low-light vision,
  resistance to acid 10, cold 10, electricity 10, share saving
  throws, spell resistance 15; AL LG; SV Fort +21, Ref +12,
  Will +16; Str 27, Dex 10, Con 21, Int 6, Wis 13, Cha 2.  
  Skills and Feats: Hide –10, Listen +14, Spot +5;
  Alertness, Endurance, Improved Natural Attack (gore),
  Power Attack.
  Powerful Charge (Ex): Armorplate deals 4d6+24
  points of damage when he makes a charge.
  Smite Evil (Su): Once per day, Armorplate can
  make a normal melee attack to deal 10 points of extra
  damage against an evil foe.
  Improved Evasion (Ex): When subjected to an
  attack that normally allows a Reflex saving throw for
  half damage, Armorplate takes no damage if he makes a
  successful saving throw and half damage if the saving
  throw fails.
  Share Saving Throws: For each of his saving
  throws, Armorplate uses his own base save bonus or
  Chuud’s, whichever is higher.
  Possessions: Full plate armor.
  DWAECOR, CHAMPION
  OF FAERINAAL
  Dwaecor is dedicated to Faerinaal. He can be called
  with a planar ally or planar binding spell.
  Many decades ago, Dwaecor once rendered a service
  to the Court of Stars. As a reward, Faerinaal brought the
  young djinni to the Court of Stars and presented him
  with Artilf, the weapon of a former champion slain in
  the battle against evil.
  Captivated with the beauty of the queen and her
  consort, Dwaecor swore his allegiance to Faerinaal on
  the spot and has never wavered. His tasks take him
  throughout the planes, and he often travels the elemen-
  tal planes on Faerinaal’s errands, since he is uniquely
  qualified to do so.
  Dwaecor wears loose blue trousers, a red sash, and
  no shirt. His muscular arms bulge under his bracers,
  and his ancestral weapon is strapped at his waist. His
  chest is covered with star-shaped tattoos. Dwaecor has
  discovered a .number of powers both within himself
  and within his scimitar as an anointed knight.
  D Dwaecor: Male djinni anointed knight** 5; CR
  10; Large outsider (air, extraplanar); HD 7d8+14 plus
  5d10+10; hp 82; Init +8; Spd 20 ft., fly 60 ft. (perfect); AC
  26, touch 18, flat-footed 22; Base Atk +12; Grp +23; Atk
  +18 melee (1d8+7, 2 slams) or +21 melee (1d8+9/18–20,
  +2 holy scimitar); Full Atk +18 melee (1d8+7, 2 slams) or
  +21/+16/+11 melee (1d8+9/18–20, +2 holy scimitar);
  Space/Reach 10 ft./10 ft.; SA air mastery, spell-like abil-
  ities, whirlwind; SQ ancestral weapon benefits, dark-
  vision 60 ft., deep strike, immunity to acid, inspired
  strike, outsider traits, plane shift, telepathy 100 ft.; AL
  CG; SV Fort +11, Ref +10, Will +11; Str 24, Dex 19, Con
  14, Int 14, Wis 15, Cha 17.  
  Skills and Feats: Appraise +14, Concentration +12,
  Craft (alchemy) +12, Diplomacy +5, Escape Artist +14,
  Hide +0, Knowledge (arcana) +17, Knowledge (the
  planes) +17, Listen +12, Move Silently +14, Sense
  Motive +12, Spellcraft +14, Spot +12, Ancestral Relic,
  Combat Casting, Combat Reflexes, Dodge, Improved
  Initiative, Sanctify Martial Strike (scimitar)**, Weapon
  Focus (scimitar).
  Air Mastery (Ex): An airborne creature takes a –1
  penalty on attack and damage rolls against Dwaecor.
  
  Spell-Like Abilities: At will—invisibility (self
  only); 1/day—create food and water, create wine (as create
  water, but wine instead), gaseous form (1 hour), major
  creation (created vegetable matter is permanent), persist-
  ent image (DC 18), wind walk. Caster level 10th. The save
  DCs are Charisma-based.
  Whirlwind (Su): Dwaecor can transform himself
  into a whirlwind once every 10 minutes and remain in
  that form for up to 7 rounds. In this form, he can move
  through the air or along a surface at his fly speed. The
  whirlwind is 5 feet wide at the base up to 30 feet wide at
  the top, and up to 50 feet tall (at least 10 feet). 
  Dwaecor’s movement while in whirlwind form does
  not provoke attacks of opportunity, even if he enters
  another creature’s space. Another creature might be
  caught in the whirlwind if it touches or enters it, or if
  Dwaecor moves into or through the creature’s space.
  Any Medium or smaller creature might take damage
  when caught in the whirlwind and be lifted into the air. 
  An affected creature must succeed on a DC 23 Reflex
  save upon coming into contact with the whirlwind or
  take 3d6 points of damage. It must also succeed on a DC
  23 Reflex save or be picked up bodily and held
  suspended in the powerful winds, automatically taking
  1d8 points of damage each round. A creature with a fly
  speed is allowed a DC 23 Reflex save each round to
  escape the whirlwind. The creature still takes damage
  but can leave if the save is successful. The save DC is
  Strength-based and includes a +3 racial adjustment. 
  A creature trapped in the whirlwind cannot move
  except to go where Dwaecor carries it or to escape the
  whirlwind. It can otherwise act normally but must
  make a Concentration check (DC 15 + spell level) to
  cast a spell. A creature caught in the whirlwind takes a
  –4 penalty to Dexterity and a –2 penalty on attack rolls.
  Dwaecor can have only as many creatures trapped
  inside a whirlwind at one time as will fit inside the
  whirlwind’s volume. Dwaecor can eject any carried
  creatures whenever he wishes, depositing them wher-
  ever the whirlwind happens to be. 
  If the whirlwind’s base touches the ground, it
  creates a swirling cloud of debris. This cloud is centered
  on Dwaecor and has a diameter equal to half the whirl-
  wind’s height. The cloud obscures all vision, including
  darkvision, beyond 5 feet. Creatures 5 feet away have
  concealment, while those farther away have total
  concealment. Anyone caught in the cloud must
  succeed on a Concentration check (DC 15 + spell level)
  to cast a spell. While in whirlwind form, Dwaecor
  cannot make melee attacks and does not threaten the
  area around him.
  Ancestral Weapon Benefits: Artilf, Dwaecor’s
  ancestral scimitar has the following abilities in addition
  to being a holy weapon. 
  Sunder Resistance: The scimitar has an extra 10 points
  of hardness. 
  Unicorn’s Blood (Su): Any evil creature wounded by
  Dwaecor’s scimitar must make a DC 17 Fortitude save
  or suffer the weakening effects of unicorn’s blood
  (Injury DC 17, initial damage 1d3 Str, secondary
  damage 1d4 Str).
  Deep Strike: Three times per day, on a successful
  attack, Dwaecor deals an extra 2d6 points of damage.
  Inspired Strike: Three times per day, Dwaecor
  can take a single extra attack at his highest attack bonus
  as a free action.
  Outsider Traits: Darkvision 60 ft.; cannot be
  raised or resurrected (though a wish or miracle spell
  can restore life).
  Plane Shift (Sp): Dwaecor can enter any of the
  elemental planes, the Astral Plane, or the Material
  Plane. This ability transports him and up to eight other
  creatures, provided they all link hands with him. This
  effect is otherwise similar to the spell of the same name
  (caster level 13th).
  Possessions: Artilf, +2 holy scimitar (sunder resistance**,
  unicorn’s blood**), bracers of armor +5, ring of protection
  +5, belt of giant strength +4, cloak of Charisma +2, horn of fog.
  HODARUN, 
  CHAMPION OF VHARA
  Hodarun is dedicated to Vhara. He can be called with a
  planar ally or planar binding spell.
  Hodarun was never quite like the other centaurs of
  his tribe. Though they were all good of heart, Hodarun
  somehow seemed better than the others—smarter,
  wiser, and much more good. It was he who would aid
  others in any enterprise, from righteous battle to haul-
  ing water in a drought. He learned the arts of war like
  many others of his tribe, but he refused to fight other
  intelligent creatures unless he considered the battle
  just. All the while, he had occasional visions of the
  Duchess of the Fields, who told him he was destined for
  greater things.
  Once fateful day, Hodarun and his fellows were
  captured by a hobgoblin warband. The hobgoblins also
  held nearly one hundred human prisoners from a
  nearby town they had sacked. The humans were being
  kept as slaves, and one was slain and eaten each day. The
  hobgoblins let their prisoners know that the most
  4
  
  5
  troublesome would be eaten first. Hodarun, unable to
  sit by and watch such evil, overcame his guard and
  freed the remaining humans. When the hobgoblins
  discovered the escape, he blocked their way in a narrow
  mountain pass, determined to hold them off long
  enough for the humans to make good their escape. He
  succeeded in his goal, but fell from his own wounds.
  Not content to allow him a hero’s death, the hobgob-
  lins took the dying Hodarun back to their camp and
  healed some of his wounds. For weeks, they tortured
  him daily, then partially healed him at night. Just when
  he thought he could bear no more, Vhara appeared to
  him and said, “Over and over you have placed others
  above yourself. Such a giving heart is worthy of
  reward.” When he awoke, a nimbus of light surrounded
  him. The hobgoblins, recognizing the light as a mani-
  festation of the higher powers of good, decided not to
  risk attracting further notice from the good deities. So
  they bound Hodarun and his fellows and moved their
  camp elsewhere, abandoning the centaurs. With his
  newfound saintly powers in addition to his many
  talents, Hodarun freed his companions, healed their
  wounds, and found them food. He then brought them
  back to the tribe, whose members hailed him as a saint.
  After that incident, Hodarun took up the mantle of
  cleric and devoted himself to Vhara as her personal
  champion. He continues to fight evil wherever he finds
  it, and to listen to his inner voice at all times.
  Hodarun resembles a well-muscled centaur, but his
  coat is white and his hair is golden and braided with red
  phoenix feathers. His eyes are a deep brown with
  golden glints. An aura of white light surrounds either
  his whole body or just his head, as he wishes.
  D Hodarun: Male centaur saint fighter 4/cleric 4;
  CR 13; Large outsider (augmented monstrous
  humanoid, native); HD 4d8+12 plus 4d10+12 plus
  4d8+12; hp 94; Init +0; Spd 50 ft.; AC 30, touch 16, flat-
  footed 30; Base Atk +11; Grp +19; Atk +17 melee
  (2d6+8/19–20, +2 heavenly burst longsword) or +10 ranged
  (2d6+4/�3, composite longbow [+4 Str bonus]); Full
  Atk +17/+12/+7 melee (2d6+8/19–20, +2 heavenly burst
  longsword) and +10 melee (2d6+2, 2 hooves) or
  +10/+5/+0 ranged (2d6+4/�3, composite longbow [+4
  Str bonus]); Space/Reach 10 ft. � 0 ft./5 ft.; SA holy
  power, holy touch, spell-like abilities, turn undead
  5/day; SQ +4 racial bonus on Fortitude saves against
  poison, damage reduction 10/evil, darkvision 60 ft., fast
  healing 6, fire resistance 10, immunities (acid, cold,
  electricity, petrification), low-light vision, protective
  aura, tongues; AL NG; SV Fort +12, Ref +6, Will +15; Str
  19, Dex 10, Con 17, Int 10, Wis 22, Cha 15.  
  Skills and Feats: Concentration +7, Handle Animal
  +3, Heal +8, Hide –9, Intimidate +9, Knowledge (reli-
  gion) +2, Listen +10, Move Silently –1, Spot +10,
  Survival +8; Favored of the Companions**, Nimbus of
  Light**, Power Attack, Resounding Blow**, Stigmata**,
  Weapon Focus (longsword), Weapon Focus (hoof),
  Weapon Specialization (longsword).
  Holy Power (Su): The save DCs of all Hodarun’s
  special attacks (including spells and supernatural abili-
  ties) increase by +2 (already figured into his statistics).
  Holy Touch (Su): Hodarun’s melee and natural
  attacks deal an extra 1d6 points of holy damage against
  evil creatures, and 1d8 points against evil undead and evil
  outsiders. Any evil creature that strikes Hodarun with a
  natural weapon takes holy damage as if hit by his attack.
  Spell-Like Abilities: At will—bless, guidance,
  resistance, virtue. Caster level 12th.
  Fast Healing (Ex): Hodarun regains hit points at
  the rate of 6 per round. Fast healing does not restore hit
  points lost from starvation, thirst, or suffocation, and it
  does not allow him to regrow or reattach lost body parts.
  Protective Aura (Su): As a free action, Hodarun
  can surround himself with a 20-foot-radius nimbus of
  light. This effect acts as a double-strength magic circle
  against evil and as a lesser globe of invulnerability (both
  caster level 12th).
  Tongues (Su): Hodarun can speak with any crea-
  ture that has a language, as though using a tongues spell
  (caster level 14th). This ability is always active.
  Cleric Spells Prepared (5/6/5; save DC 18 +
  spell level): 0—detect magic, mending, purify food and drink
  (2), read magic; 1st—divine inspiration**, protection from
  evil*, ray of hope**, remove fear, sanctuary, shield of faith;
  2nd—aid*, augury, bull’s strength, ease pain**, shield other. 
  Domain spell. Deity: Vhara**. Domains: Good (cast
  good spells at +1 caster level), Sun (greater turning 1/day).
  Possessions: +3 angelic** full plate armor, +2 heavenly
  burst** longsword, periapt of Wisdom +4, ring of protection
  +1, composite longbow (+4 Str bonus), 20 arrows.
  **From Book of Exalted Deeds.
  ABOUT THE AUTHOR
  Penny Williams keeps busy with freelance projects for
  several different game companies. Prior to starting her
  freelance career, Penny worked on the managing editor
  team in the RPG R&D Department at Wizards of the
  Coast, Inc. When not enhancing the cruelty of D&D
  and d20 MODERN adventures, Penny enjoys jigsaw
  puzzles, crafts, and reading.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/WOTC Web Archive/Web Enhancements/More Champions for Celestial Paragons.pdf