Holy creatures are mortal beings empowered by good gods to act on their behalf in the mortal world. Such a gift is also a great responsibility, and as such, no god bestows it lightly. Only a deity’s most devout and capable worshipers garner enough of their god’s favor to gain the mantle of a holy creature, and even then, they take it on only when the need is greatest. Holy creatures bear this responsibility with due reverence and are always on their guard against corruption and failure since the power of holiness is easier lost than gained.
A holy creature appears much as it did before it gained its god’s favor, but its newfound confidence and unflagging hope tend to straighten its back and lengthen its stride.
“Holy” is an acquired template that can be added to any creature of good alignment (referred to hereafter as the base creature). Should the holy creature’s alignment ever change from good, it loses this template. A holy creature uses all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: Same as the base creature +1.
Alignment: Any good.
Type: A holy creature gains the good subtype.
Senses: A holy creature gains darkvision +60 ft.
Aura: A holy creature gains the following.
Defensive Abilities: A holy creature gains DR 5/good and the following:
When a holy creature is struck by an attack using negative energy, energy drain, ability damage or drain, or hit point damage such as that from an inflict spell, the holy creature may make a level check (1d20 + total HD) against a DC equal to 11 + the attacking creature’s total Hit Dice. If the level check succeeds,the negative energy attack is canceled out in a bright flash. If the negative energy attack was dealt by a melee or melee touch attack, the creature that delivered it takes 2d6 points of damage.
A holy creature gains a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks by evil creatures. Furthermore, it is immune to any attempt by an evil creature to possess, charm, or influence it.
Speed: Each of a holy creature’s speeds increases by 10 ft.
Special Attacks: A holy creature retains all the base creature’s special attacks and gains those described here.
A holy creature’s effective caster level for spells and spell-like abilities with from the healing subschool and those with the good or light descriptor increases by +1 over that of the base creature. This benefit stacks with itself, so the holy creature’s effective caster level for a spell with both good and light descriptors is higher by +2 than that of the base creature.
Each of a holy creature’s melee attacks with a natural or manufactured weapon deals +1d6 points of holy damage against creatures of evil alignment. All of its natural and manufactured weapons are treated as good-aligned for overcoming damage reduction.
Special Abilities: A holy creature retains all the base creature’s special qualities and gains those described here.
A holy creature gains double the normal amount of healing from positive energy. Thus, if a cure light wounds spell would normally restore 7 hit points, the holy creature would instead regain 14 hit points.
Advanced Bestiary, Copyright 2014, Green Ronin Publishing, LLC; Author Jeff Hersh, Developer Owen K.C. Stephens