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| 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.
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.
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This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.