“Monster, Adonic Angel” is an independent product published under the Shadowdark RPG Third-Party License and is not affiliated with The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane Library, LLC.
In the world of Adon, a minor god named L— grew in fame and glory to become the only god of that desert world, thanks to the efforts of his creations, the Adonic Angels. When the one now referred to only as the Most High discovered the multiverse, his angels followed him into a grander battlefield. They won many battles against Chaos, and razed the benighted world of Erebus.
Recently the Most High and his honor guard has gone missing …
Angelic Host
Without their god’s direct guidance sarafim pray to him, then act according to their intuition. After one of their revelations, they reorganized the Angelic hierarchy, placing themselves at the top.
Ish
Metallic iron winged humanoids with no hair and mystic runes etched into their skin.
Ishim perform whatever task the malakim require of them, whether to lead a human onto the right path or slay an enemy of the Host. Ishim obey their superiors without question.
AC 14 (chainmail), HP 22, ATK 2 longsword +3 (1d8), MV near × 2 (fly), S +3, D +1, C +1, I +2, W +3, Ch +3, AL L, LV 5
Awe. If not in Human Guise, beholders must make a DC 12 Awe Check.
Bless. 3/day, touch one target to give it a luck token.
Human Guise. Can assume the guise of a handsome and charismatic mortal.
Malak
Metallic platinum winged humanoids with no hair and mystic runes etched into their skin.
Malakim lead ordinary ishim in the Celestial Realm. Their orders come from elohim and ultimately, in the new order, from the sarafim.
AC 17 (plate mail + shield), HP 42, ATK 3 bastard sword +7 (1d8) or 1 war cry, MV near × 2 (fly), S +4, D +1, C +2, I +3, W +4, Ch +4, AL L, LV 9
Awe. If not in Human Guise, beholders must make a DC 15 Awe Check.
Human Guise. Can assume the guise of an intense mortal.
War Cry. All enemies in near DC 15 CHA or paralyzed 1d4 rounds.
Ben Eloah
Metallic silver winged humanoids with no hair and mystic runes etched into their skin.
Bene Elohim once mingled with mortals to discover their hopes and fears. Angels have become more militant, so the Bene Elohim has less time for mortals.
AC 16 (+1 plate mail), HP 53, ATK 2 silvered bastard sword +9 (1d10), MV near × 2 (fly), S +3, D +2, C +3, I +3, W +3, Ch +3, AL L, LV 11
Awe. If not in Human Guise, beholders must make a DC 15 Awe Check.
Divine Aura. Hostile spells targeting the eloah are DC 15.
Human Guise. Can assume the guise of a mortal, any appearance that does not duplicate another’s.
Truesight. Can see all invisible creatures and objects.
Eloah
Metallic silver winged humanoids with no hair and mystic runes etched into their skin.
Elohim once oversaw mortals and grant their prayers if possible. Angels have become more militant, so the Elohim has less time for others' prayers.
AC 16 (+1 plate mail), HP 62, ATK 3 silvered bastard sword +9 (1d10), MV near × 2 (fly), S +4, D +2, C +4, I +4, W +4, Ch +4, AL L, LV 13
Awe. If not in Human Guise, beholders must make a DC 18 Awe Check.
Divine Aura. Hostile spells targeting the eloah are DC 15.
Human Guise. Can assume any mortal guise that does not duplicate another’s.
Truesight. Can see all invisible creatures and objects.
Limited Wish. May cast Wish (Shadowdark p. 73) once per day with no casting check but with the following limitations: no one now alive may die, no one now dead can come back to life, and every material object must come from somewhere. Elohim, being minor gods, find plausible explanations for everything to preserve divine plausible deniability.
Hashmal
Metallic electrum winged humanoids with no hair and mystic runes etched into their skin.
Hashmallim provide support to the erelim, often simply by lighting the
AC 18 (+1 plate mail and shield), HP 67, ATK 3 silvered spear +9 (1d10) or one lighting (far) +2 (4d6), MV near × 2 (fly), S +4, D +2, C +4, I +4, W +4, Ch +4, AL L, LV 14
Awe. Beholders must make a DC 18 Awe Check.
Divine Aura. Hostile spells targeting the hashmal are DC 15.
Light. Can create enough light to turn night into day..
Lightning. A bolt of lighting strikes a target.
Erel
Metallic golden winged humanoids with no hair and mystic runes etched into their skin.
Erelim used to be defenders of the Most High’s throne, until it went missing. Now they guard the god’s empty throne room.
AC 18 (+3 plate mail), HP 76, ATK 3 silvered bastard sword +9 (1d10), MV near × 4 (fly), S +4, D +2, C +4, I +4, W +4, Ch +4, AL L, LV 16
Awe. Beholders must make a DC 18 Awe Check.
Divine Might. Hostile spells targeting the erel are DC 18.
Valiant. If brought to 0 HP, make a DC 15 CON check; if it passes, the Erelim rebounds to 1 HP somehow.
Ofan
A sapphire sphere surrounded by concentric metal wheels, each wheel lined with unblinking eyes.
Ofanim serve as mystical engines that form the cores of the Host’s mobile fortresses; without an ofan, a fortress would dissolve into nothing.
AC 18 (adamantine wheels), HP 86, ATK 2d6 eye-beam (far) +4 (1d12) or creation or telekinesis, MV far (fly), S +5, D +2, C +5, I +5, W +5, Ch +4, AL L, LV 18
Creation. Instead of an attack, the ofan can create any object with the volume of a Close-sized cube or less within Near range. The object fades into existence with an audible singing sound over the course of the round; gravity or other forces take over the next round. See below for other creative uses of this power.
The ofan can delete any of its creations with a thought. If an ofan is slain, all its creations evaporate with it.
Divine Might. Hostile spells targeting the ofan are DC 18.
Eye-beam. A ofan’s perimeter eyes can shoot searing beams of light, doing 1d12 damage, or 2d12 to Chaotic extraplanar creatures. 2d6 eyes are in position to fire at any given time.
Horror. All who behold an ofan must make a DC 18 Horror Check
Telekinesis. Instead of an attack, can move a single object or creature of arbitrary mass within far range up to near distance or hold it in the air. Need not make INT rolls to Focus, but cannot move more than one object at a time or manipulate objects.
Truesight. Can see all invisible creatures and objects.
Kerub
Metallic bronze winged humanoids clad in gleaming golden armor, bearing a flaming sword. Mystic runes cover their visible skin
Before the Creator fled, Kerubim warded holy places and assisted Ishim in their duties. Now Kerubim serve as the supreme commanders of the Celestial Realm.
AC 18 (+3 plate mail), HP 76, ATK 3 flaming greatsword +10 (2d12), MV near × 4 (fly), S +5, D +2, C +4, I +4, W +5, Ch +5, AL L, LV 16
Command. DC 18 CHA to resist a kerub’s command.
Divine Might. Hostile spells targeting the kerub are DC 18.
Awe. If not in Human Guise, beholders must make a DC 18 Awe Check.
Human Guise. Can assume the guise of a brawny mortal.
Saraf
Six white feathered wings surrounding a painfully bright light.
Between their wings, Sarafim allegedly resemble winged snakes surrounded by flames. They use their wings to shield mortals from their true form, which would burn out their brains. Sometimes mortals hallucinate a human form within the light.
Sarafim have become the leaders of the Celestial Realm after the disappearance of the Most High and the Angels of the Throne.
AC 18 (aura of flame), HP 85, ATK 6 sarafic gaze (far) or 6 wing +4 (1d8) or 1 sarafic song (far), MV near × 2 (fly), S +4, D +4, C +4, I +4, W +5, Ch +4, AL L, LV 18
Aura of Flame. Hostile attacks targeting the kerub are AC 18.
Awe and Horror. All who first behold a saraf must make a DC 18 Awe Check. Those who pass that check must avert their gaze or make a DC 18 Horror Check. A Critical Failure on the Awe Check or Horror Check causes the beholder to burst into flame (2d10).
Divine Might. Hostile spells targeting the kerub are DC 18.
Sarafic Gaze. Each of the saraf’s six eyes can cause targets to burst into flame (2d10) if they fail a DC 18 DEX save. The saraf can only attack each target once per turn.
Sarafic Song. All those who hear the saraf sing must make a DC 18 CON save or become paralyzed for 1d6 combat rounds.
True Sight. The saraf sees through illusions, invisibility, shape shifting, and other transformations to the essence of a being.
Zone of Truth. No beings within far distance of a seraf can utter a lie.
Kayyot
A metallic creature with four faces, four arms, four legs, and four wings.
Kayyot are the direct guards and servants of the Most High.
AC 18 (adamantine wings), HP 95, ATK 4 flaming swords +10 (4d6), MV near × 4 (fly), S +5, D +5, C +5, I +5, W +5, Ch +5, AL L, LV 20
Divine Might. Hostile spells targeting the kayyot are DC 18.
Eyes All Around. Cannot be surprised.
Horror. All who behold a kayyot must make a DC 21 Horror Check
The Most High
A humanoid of great size and age, with white hair and a beard, dressed in luminous robes, seated on a shining throne surrounded by angels.
The Most High sits on a throne supported by four ofanim. Four kayyot stand upon the platform upon which his throne sits. Those who see beyond psychic illusions behold a withered, eyeless, hairless humanoid giant sitting lifelessly on the throne in plain linen robes. He clutches a scepter the length of a quarterstaff in one hand and wears a crown too big for a human head.
AC 12, HP 118, ATK 1 scepter +5 (disintegrate) or 1 hand +5 (1d6), MV near (hover) or far (throne), S +5, D +0, C +10, I +10, W +10, Ch +10, AL L, LV 24
Angels of the Throne. Accompanied by four kayyot and four ofanim.
Artifacts. Sits in his throne, wears his crown, carries his scepter.
Awe and Horror. Mortals must make a DC 27 Awe Check. If they succeed, they must then make a DC 24 Horror Check when they glimpse the reality beneath.
Blind. Cannot see without his crown. Cannot be blinded.
Hear Thoughts. Can hear the surface thoughts of anyone within Far.
Send Thoughts. Can send a mental message of arbitrary length to anyone within Far.
Supreme God of Adon. Can alter reality however he likes, without a spell-casting roll, once per day. (Wish, p 75)
Crown of the Most High
This artifact grants these powers only to the Most High.
Benefit. Can see all objects and beings within Far, down to the smallest detail.
Benefit. Can see through illusions, invisibility, shape shifting, and other transformations to the essence of a being.
Benefit. Can extend Hear Thoughts and Send Thoughts (above) to any being he is familiar with on any plane, including his Angels.
Scepter of the Most High
This artifact grants these powers only to the Most High.
Benefit. Disintegrates anyone of Level 5 or lower, or any non-magical object of tree size or smaller. Targets of level 6 or higher suffer 3d8 points of damage. (See Disintegrate, p 50)
Benefit. Transforms any willing being into any other creature, regardless of size or level. The Most High will add or remove material from the environment to compensate for changes in size. The being gains all the creature’s stats and features, but retains its memories and personality. Change is permanent short of a wish or a second use of this power.
Benefit. Can create or reshape any inanimate object of any size. Time required depends on size; allow one combat round per cube 5’ on a side, or half an hour per cube 30’ on a side. Changes are permanent.
Throne of the Most High
This artifact grants these powers only to the Most High, and only when borne by four ofanim.
Benefit. A permanent wall of force (Shadowdark p 73) surrounds the Throne. “Nothing on the same plane can physically pass through the wall.”
Benefit. Can travel a far distance with his retinue as a move. (See Dimension Door, p 59.)
Benefit. Can travel to another plane or realm with his retinue as a full action. (See Plane Shift, p 66.)
Benefit. Can travel anywhere on this plane with his retinue as a full action if he has been there before. (See Teleport, p 72.)
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Approximately 21,000 pounds (9525 kg). ↩︎