Half-Celestial Unicorn

Half-Celestial

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, +4 vs. poison


DR: 5/magic


Resist: acid 10, cold 10, electricity 10


Immune: charm, compulsion, disease, poison


SR: 15


Offense

Speed: 60 ft., fly 120 ft. (good)


Melee: gore +10 (1d8+6), 2 hooves +7 (1d3+3)


Space: 10 ft. Reach: 5 ft.


Special Attacks: smite evil 1/ day (+7 attack, +4 damage), powerful charge (gore, 2d8+12)


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


Statistics

Str: 22 Dex: 19 Con: 20 Int: 13 Wis: 25 Cha: 26


Base Atk: +4 CMB: +11 CMD: 25 (29 vs. trip)


Feats: Multiattack, Weapon Focus (horn)


Skills: Acrobatics +11, Fly +13, Knowledge (planes) +5, Perception +14, Sense Motive +14, Stealth +11, Survival +14 (+17 forests) Racial Modifiers +3 Survival in forests, +4 Stealth


SQ: magical strike*, wild empathy +18*


Languages: Common, Sylvan


Ecology

Environment: temperate forests


Organization: solitary, mated pair, or blessing (3–6)


Treasure: none


Description

*Unicorn ability; see page 269 for details.

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

Griffon–Half-Celestial Griffon–Half-Celestial 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 it can smite evil as a paladin of the same level as its Hit Dice. The smite persists until the target is dead or 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 HD Abilities 1–2 Pro. evil 3/day, bless 11–12 Holy word 3–4 Aid, detect evil 13–14 Holy aura 3/day, hallow 5–6 Cure ser. wounds, neut. poison 15–16 Mass charm monster 7–8 Holy smite, remove disease 17–18 Summon monster IX (celestials only) 9–10 Dispel evil 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. 169

Source: Pathfinder Roleplaying Game Bestiary