Celestial Charger (7th-Level Cleric)

  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-aligned plane
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always chaotic good
Advancement: By character class
Level Adjustment: +8 (cohort)

The celestial charger described here is an 8 HD celestial unicorn with seven levels of cleric.

Combat

The save DC for this celestial charger’s neutralize poison ability (DC 20) is adjusted for its greater Hit Dice and altered Charisma score.

A celestial charger’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

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.

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.

*Domain spell. Domains: Animal and Good.