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CELESTIAL CHARGER[]

Celestial Charger, 7th-Level Cleric
Size/Type: 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 plane
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always chaotic good
Advancement: By character class
Level Adjustment: +8 (cohort)

A celestial charger has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard.

A typical adult celestial charger grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.

Celestial chargers speak Sylvan and Common.

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

COMBAT[]

Celestial chargers normally attack only when defending themselves. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the celestial charger.

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

Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. A celestial charger cannot suppress this ability.

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.

Spell-Like Abilities: Celestial chargers can use detect evil at will as a free action.

Once per day a celestial charger can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.

A celestial charger can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 20, caster level 8th) with a touch of its horn. The save DC is Charisma-based.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a celestial charger has a +6 racial bonus on the check.

Skills: Celestial chargers have a +4 racial bonus on Move Silently checks. *Celestial chargers have a +3 competence bonus on Survival checks within the boundaries of their forest.

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.

See Also: Unicorn

SEE WIKIPEDIA ENTRY: Unicorn



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