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Noctral

Medium Celestial, Lawful Good

Deva Movanic Male-turnaround.gif

Single mini, no kitbash

Description

(From Planescape: Monstrous Compendium Appdendix II - 1995):


Noctrals are creatures of Mount Celestia who act as advisers and sages to the other residents of the plane. They’re an avian race, resembling great owls with golden eyes. Noctrals delight in showing off their remarkable intelligence, and they can be invaluable sources of information if a cutter doesn’t mind being talked down to a little bit.


Noctrals’ plumage ranges from dove gray to deep black. In twilight, their feathers cloak them in soft, silent shadow. A noctral stands about as tall as a full-grown man, and its wings span a distance of 20 feet or more. ’Course, a noctral’s much lighter than a human of the same height — like all birds, their bones are hollow. Noctrals’ faces are heart-shaped, like a barn owl’s, and their large eyes have protective inner eyelids.


Noctrals can be found near places of knowledge or power in Mount Celestia. They often befriend archons, aasimon, or exceptional petitioners and spend much of their time providing their companions with the benefit of their advice. This’d grow annoying quickly if it weren’t for the fact that noctrals are extremely intelligent — and right more often than not.


Combat: Noctrals avoid combat where possible, since they’re peaceful and kindly creatures by nature. Although they’re physically a match for a minor fiend or a two, noctrals are intelligent enough to realize that powerful fiends or groups of skilled adventurers are far too dangerous to engage directly. When a noctral’s confronted by a powerful enemy, it’ll almost always retreat to muster help from nearby archons or aasimon and return leading its allies to the fight.


If a noctral does become involved in a physical fight, they’re well-equipped to handle it. Like owls, noctrals are powerful and stealthy predators. They fight from the air, using their talons and hooked beak to deal with most foes. If the noctral has 50 feet of room, it can make a swooping attack once every 2 melee rounds (devoting every other round to maneuvering). When a noctral swoops, it forfeits its beak attack, but gains a +2 attack bonus with its talons and inflicts double damage with a hit. In addition, a swooping noctral is more difficult to strike, and its effective AC drops to -1.


Noctrals have the following special spell-like powers: invisibility, legend lore 3 times per day (at 15th level of ability), speak with animals, and tongues. They have a natural telepathy ability that they use to communicate with most mortal creatures, with a 1-mile range. The noctral’s intelligence allows it to effectively detect lie when telepathically conversing with a human or demihuman.


Noctrals are well adapted for night hunting. In total darkness, they see as well as a human does by daylight, and their hearing is about 4 times better than an elf’s. Noctrals cannot be surprised in normal nighttime conditions, and are surprised only on a 1 or 2 in full daylight, even when sleeping. Noctrals, like the prime owls they so closely resemble, fly in total silence; their enemies suffer a -6 penalty to their surprise checks if the noctral is aloft and it’s dusk or night.


Habitat/Society: Here’s the chant about noctrals: They’re likely to know anything. Knowledge is power, after all, and noctrals know the dark of a lot of things. In Mount Celestia, they’re the keepers of lore and the knowers of history. Any decent basher in Mount Celestia can go ask a noctral for help with almost any question. Noctrals are 80% likely to know any historical fact pertaining to Mount Celestia, and 20% likely to be well versed in the history of another plane.


In addition to their knowledge of history, noctrals also have areas of expertise, such as mathematics, astrology, magic, and so on, just like a sage. (In fact, most noctrals’ve got two or three areas of expertise — their hunger for knowledge is insatiable.) They’re 80% likely to know any particular fact in their areas of expertise. As noted above, noctrals love to “help” mortals by sharing their extensive knowledge, so as long as a basher’s reasonably polite and patient he’s likely to find out what he needs to know. On the other hand, noctrals never share their information when it’s clear that it might be turned to evil purposes.


Many noctrals act as advisers to the various powers or celestial stewards of Mount Celestia. Even a power might need a little insight on some esoteric matter every now and then, and noctrals are more than happy to oblige. As a result, some noctrals are under the protection of one of the good powers. A sod as harms one of these noctrals is 50% likely to provoke the direct retribution of the noctral’s patron. If the noctral’s patron intercedes, it’s 95% likely that he or she sends a powerful good servant such as a deva or planetar to the noctral’s aid.


Ecology: Don’t be fooled by the noctrals’ manners and sophistication — they’re still predators and need to hunt for their food. Naturally, they hunt only nonintelligent prey, and only when hunger demands it; noctrals don’t kill for sport or pleasure. It’s not uncommon for a stately noctral to excuse himself from a discourse on some arcane matter and swoop down upon a nearby rabbit, resuming his lesson while he dines.





(From Book of Exalted Deeds - 2003):


This large owl stands slightly over 9 feet tall and has a mixture of snow-white and charcoal-gray feathers. Its wicked talons, sharp beak, and wide eyes all possess a silvery gleam.


Owl archons patrol the skies of Celestia and other good-aligned planes. They primarily serve as airborne scouts, messengers, and spies for the throne archons. They can also serve as airborne infantry when needed. Beyond their duties to their superiors, owl archons also protect lesser celestial creatures— animals in particular. Harming a celestial creature on the Upper Planes is one quick way to earn an owl archon’s wrath. 


Owl archons rarely announce their presence. When they spot a potential threat, they alert their superiors before confronting the threat directly, although they are quite capable of dealing with most problems on their own. They do not require sleep and spend most of their time in flight. They periodically leave the skies to consort with allies on land or visit the courts of the celestial paragons. They are expected to give daily reports to their superiors, apprising them of possible threats on whatever plane they happen to reside. 


Owl archons stand 8 feet tall and weigh 300 pounds. They speak Celestial, Draconic, Infernal, and Sylvan. 


Combat: Battle is not the first choice for an owl archon. However, when negotiations fail, an owl archon takes to the air and uses its eye rays and spell-like abilities against opponents. In numbers, owl archons are quite bold and often strafe their enemies with swoop attacks. 


An owl archon’s natural weapons, as well as any weapons it wields, are treated as having the good and lawful alignments for the purpose of overcoming damage reduction. Its claws and beak are also treated as silvered weapons for purposes of overcoming damage reduction. 


Eye Rays (Su): Six times per day, an owl archon can shoot twin beams of silvery light from its eyes, striking an opponent within 120 feet. The owl archon must succeed on a ranged touch attack to hit, and any creature struck by the eye rays must make a DC 20 Fortitude save or be turned to stone. This ability’s save DC is Constitution-based. 


Spell-like Abilities: At will—calm animals (DC 13), charm animal (DC 13), dispel magic, faerie fire, freedom of movement (self only; always active), speak with animals; 3/day—dismissal (DC 16), find the path (DC 18), greater dispel magic, neutralize poison (DC 16); 1/day—divine power, reincarnate. Caster level 12th. The save DCs are Charisma-based. 


Swoop (Ex): The owl archon can execute a swoop attack that is similar to a charge action in all respects, except as noted here. The owl archon must fly toward its target for a minimum of 40 feet in a straight line. If the swoop attack succeeds, the owl archon can attempt to grapple the target without provoking an attack of opportunity or deal double claw damage (2d8+8 points) instead. 


Aura of Menace (Su): Will save DC 17. 


Stone to Flesh (Sp): An owl archon can use stone to flesh at will, as the spell (Fortitude DC 18 negates). When cast on a creature turned to stone by the archon’s own eye rays (see above), the spell does not require the target to make a Fortitude save to survive the transformation. Caster level 12th. 


Skills: An owl archon’s keen vision gives it a +4 racial bonus on Spot checks. *In areas of shadowy illumination, the bonus increases to +8.

Alternate Versions

Home Plane

Mount Celestia

Stat Block

3rd Edition: 

- Realmshelps.net (Owl Archon)

2nd Edition: 

- mojobob's website (Noctral)

Abilities

- Swooping attack from above
- Innate Spellcasting
- Aura of Menace
- Unaffected by low light conditions, cannot be surprised in darkness
- Eye rays can petrify creatures or reverse the effect
- Resistant to poison, charmed condition
- Skilled at stealth
- Huge wealth of knowledge
- Telepathy and lie detection
- Flight

Appearance

They’re an avian race, resembling great owls with golden eyes.

Size

Hero Forge: 5'9"(XL)
Lore: Medium (5') to gargantuan
Suggested: Medium to Gargantuan

Other Monikers

Owl Archons

Sources

- Planescape: Monstrous Compendium Appendix II (1995) 

- Book of Exalted Deeds (2003)

- mojobob's website (Noctral)

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