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Pathfinder

Compendium

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Half-Celestial Unicorn

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

Half-Celestial Unicorn

CR 4

  • XP

    1,200
  • Cg Large Outsider (Native)
  • Init

    +4;

    Senses

    Darkvison 60 Ft., Low-light Vision, Scent;Perception +14
  • Aura

    Magic Circle Against Evil *
  • DEFENSE

  • AC

    17, touch 13, flat-footed 13 (+4 Dex, +4 Natural, -1 Size; +2 Deflection Vs. Evil)
  • hp

    42(4d10+20)
  • Fort

    +9,

    Ref

    +8,

    Will

    +8
  • DR

    5/magic;

    Immunities

    Charm, Compulsion, Disease, Poison;

    Resist

    Acid 10, Cold 10, Electricity 10;

    SR

    15
  • OFFENSE

  • Speed

    60 Ft., Fly 120 Ft. (Good)
  • Melee

    Gore +10 (1d8+6), 2 Hooves +7 (1d3+3)
  • Special Attacks

    Smite Evil 1/day (+7 Attack, +4 Damage), Powerful Charge (Gore, 2d8+12)
  • Reach

    5 Ft.
  • Spell-Like Abilities

    (CL 9; )
  • STATISTICS

  • Str

    22,

    Dex

    19,

    Con

    20,

    Int

    13,

    Wis

    25,

    Cha

    26
  • Base Atk

    +4;

    CMB

    11;

    CMD

    25
  • Feats

    Multiattack, Weapon Focus (Horn),
  • Skills

    Acrobatics +11 Fly +13 Knowledge (planes) +5 Perception +14 Sense Motive +14 Stealth +11 Survival +14 ;

    Racial Modifiers

    +3 Survival In Forests, +4 Stealth
  • Languages

    Common, Sylvan
  • SQ

    Magical Strike*, Wild Empathy +18*
  • ECOLOGY

  • Environment

    Temperate Forests
  • Organization

    Solitary, Mated Pair, Or Blessing (3-6)
  • Treasure

    None