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Pathfinder

Compendium

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Half-Celestial Unicorn

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A winged unicorn rises into the air on ivory pinions, a paragon of grace and beauty.

Most half-celestials are born of a mortal who loved a good outsider, but powerful holy magic can also create one.

Creating a Half-Celestial

“Half-celestial” is an inherited or acquired template that can be added to any living, corporeal creature with an Intelligence score of 4 or more. A half-celestial creature retains the base creature's statistics and special abilities except as noted here.

CR: HD 5 or less, as base creature + 1; HD 6–10, as base creature + 2; HD 11 or more, as base creature + 3.

Alignment: Any good.

Type: The creature's type changes to outsider (native). Do not recalculate HD, BAB, or saves.

Armor Class: Natural armor improves by +1.

Defenses/Qualities: It gains darkvision 60 feet; immunity to disease; +4 racial bonus on saves vs. poison; acid, cold, and electricity resist 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to CR + 11 (maximum 35).

Speed: Unless the base creature flies better, the half-celestial flies at twice the base creature's land speed (good maneuverability).

Special Abilities: A half-celestial gains the following.

Smite Evil (Su): Once per day as a swift action the half-celestial can smite evil as a paladin of the same level as its Hit Dice. The smite persists until the target is dead of the half-celestial rests.

Spell-Like Abilities: A half-celestial with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities depending on its Hit Dice. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD (or the caster evel of the base creature's spell-like abilities, whichever is higher).

HD Abilities
1–2 Protection from evil 3/day, bless
3–4 Aid, Detect evil
5–6 Cure serious wounds, Neutralize poison
7–8 Holy smite, Remove disease
9–10 Dispel evil
11–12 Holy word
13–14 Holy aura 3/day, Hallow
15–16 Mass charm monster
17–18 Summon monster IX (celestials only)
19–20 Resurrection

Abilities: A half-celestial gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.

Skills: A half-celestial with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. Racial class skills are unchanged from the base creature's. Skill ranks from class levels are unaffected.

Attributes

AC
17, Touch 13, Flat-footed 13 (+4 Dex, +4 Natural, -1 Size; +2 Deflection Vs. Evil)
Alignment
Cg
Aura
Magic Circle Against Evil *
Base Atk
+4
CMB
+11
CMD
25 (29 Vs. Trip)
CR
CR 4
Cha
26
Con
20
Creature Type
Outsider (Native)
DR
5/magic
Dex
19
Environment
Temperate Forests
Feats
Multiattack , Weapon Focus (Horn)
Fort
+9
HP
42 (4d10+20)
Immune
Charm, Compulsion, Disease, Poison
Init
Cg Large Outsider ( Native ) +4
Int
13
Languages
Common, Sylvan
Melee
Gore +10 (1d8+6), 2 Hooves +7 (1d3+3)
Organization
Solitary, Mated Pair, Or Blessing (36)
Racial Modifiers
+3 Survival In Forests, +4 Stealth
Reach
5 Ft.
Ref
+8
Resist
Acid 10, Cold 10, Electricity 10
SQ
Magical Strike*, Wild Empathy +18*
Senses
Darkvison 60 Ft., Low-light Vision, Scent; Perception +14
Size
Large
Skills
Acrobatics +11, Fly +13, Knowledge (Planes) +5, Perception +14, Sense Motive +14, Stealth +11, Survival +14 (+17 Forests)
Space
10 Ft.
Special Attacks
Smite Evil 1/day (+7 Attack, +4 Damage), Powerful Charge (Gore, 2d8+12)
Speed
60 Ft., Fly 120 Ft. (Good)
Spell Resistance
15
Spell-Like Abilities
(Cl 9th) At Will— Detect Evil , Light 3/day— Cure Light Wounds, Protection From Evil 1/day— Aid, Bless, Cure Moderate Wounds, Greater Teleport (Within Its Territory*), Neutralize Poison
Str
22
Treasure
None
Will
+8; +4 Vs. Poison
Wis
25
XP
1,200
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