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Half-Celestial Unicorn

Half-Celestial Unicorn

MapTool Token


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NameHalf-Celestial Unicorn
Sorted NameHalf-Celestial Unicorn
FamilyHalf-Celestial
Size and TypeLarge Outsider (native)
Hit Dice Count4
Hit Dice4d10+20 (42 hp)
Random Hit Points4d10+20 - 20
Initiative+4
Speed60 ft., fly 120 ft. (good)
Armor Class17, touch 13, flat-footed 13 (+4 Dex, +4 natural, -1 size +2 deflection vs. evil)
Base Attack/Grapple+4/+CMB: +11CMD: 25 (29 vs. trip)
Attack

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

Space/Reach10 ft./5 ft.
Special Attackssmite evil 1/ day (+4 damage), powerful charge (gore, 2d8+12)
Special Qualities

magical strike*, wild empathy +18*, darkvison 60 ft., low-light vision, scent;

SavesFort +9, Ref +8, Will +8; +4 vs. poison
AbilitiesStr 22, Dex 19, Con 20, Int 13, Wis 25, Cha 26
Skills

Acrobatics +11, Fly +13, Knowledge (planes) +5, Perception +14, Sense Motive +14, Stealth +11, Survival +14 (+17 forests)

Feats

Multiattack, Weapon Focus (horn)

Environmenttemperate forests
Challenge Rating4
Organization

solitary, mated pair, or blessing (3-6)

Treasurenone
AlignmentCG
VersionPRPG-O
SourcesPathfinder RPG (Open)

Half-Celestial

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



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; +4 vs. poison
DR 5/magic; Immune charm, compulsion, disease, poison; Resist acid 10, cold 10, electricity 10; SR 15

OFFENSE

Spd 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 (+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
Languages Common, Sylvan
SQ magical strike*, wild empathy +18*

ECOLOGY

Environment temperate forests
Organization solitary, mated pair, or blessing (3-6)
Treasure none


*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 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 it can deal extra damage equal to its HD (maximum of +20) with a melee attack against an evil foe.

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).

HDAbilitiesHDAbilities
1-2Pro. evil 3/day, bless11-12Holy word
3-4Aid, detect evil13-14Holy aura 3/day, hallow
5-6Cure ser. wounds, neut. poison15-16Mass charm monster
7-8Holy smite, remove disease17-18Summon monster IX (celestials only)
9-10Dispel evil19-20Resurrection
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.

Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

The Open content displayed above has been reproduced without permission from the copyright holder.


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

feats: MULTIATTACK, WEAPON FOCUS (HORN), ,


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