SRD:Celestial Charger
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CELESTIAL CHARGER
Celestial Charger, 7th-Level Cleric | |
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Size/Type: | Large Magical Beast |
Hit Dice: | 8d10+7d8+75 (155 hp) |
Initiative: | +4 |
Speed: | 60 ft. (12 squares) |
Armor Class: | 24 (–1 size, +4 Dex, +6 natural, +5 bracers of armor +5), touch 13, flat-footed 20 |
Base Attack/Grapple: | +13/+24 |
Attack: | Horn +22 melee (1d8+10) |
Full Attack: | Horn +22 melee (1d8+10) and 2 hooves +14 melee (1d4+3) |
Space/Reach: | 10 ft./5 ft. |
Special Attacks: | Turn undead 13/day, smite evil, spells |
Special Qualities: | Damage reduction 10/magic, darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, magic circle against evil, resistance to acid 10, cold 10, and electricity 10, scent, spell-like abilities, spell resistance 20, wild empathy |
Saves: | Fort +16, Ref +12, Will +15 |
Abilities: | Str 24, Dex 18, Con 20, Int 13, Wis 27, Cha 22 |
Skills: | Concentration +11, Knowledge (nature) +9, Knowledge (religion) +8, Listen +15, Move Silently +12, Spellcraft +5, Spot +15, Survival +15 (+17 aboveground)* |
Feats: | Alertness, Combat Casting, Extra Turning, Improved Turning, Run, Skill Focus (Survival) |
Environment: | A chaotic good plane |
Organization: | Solitary |
Challenge Rating: | 13 |
Treasure: | None |
Alignment: | Always chaotic good |
Advancement: | By character class |
Level Adjustment: | +8 (cohort) |
A celestial charger has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard.
A typical adult celestial charger grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.
Celestial chargers speak Sylvan and Common.
The celestial charger described here is an 8 HD celestial unicorn with seven levels of cleric.
COMBAT
Celestial chargers normally attack only when defending themselves. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the celestial charger.
A celestial charger’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. A celestial charger cannot suppress this ability.
Smite Evil (Su): Once per day a celestial charger can make a normal melee attack to deal 15 points of extra damage against an evil foe.
Spell-Like Abilities: Celestial chargers can use detect evil at will as a free action.
Once per day a celestial charger can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.
A celestial charger can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 20, caster level 8th) with a touch of its horn. The save DC is Charisma-based.
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a celestial charger has a +6 racial bonus on the check.
Skills: Celestial chargers have a +4 racial bonus on Move Silently checks. *Celestial chargers have a +3 competence bonus on Survival checks within the boundaries of their forest.
Cleric Spells Prepared (6/7/6/5/4; save DC 18 + spell level): 0— detect magic, detect poison (2), light, virtue (2); 1st—bless (2), calm animals*, obscuring mist, remove fear, sanctuary, shield of faith; 2nd—'aid'* (2), animal messenger, lesser restoration, remove paralysis, shield other; 3rd—prayer, protection from energy, remove curse, searing light (2); 4th—air walk, divine power, holy smite*, restoration.
See Also: Unicorn
SEE WIKIPEDIA ENTRY: Unicorn
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