D20:Celestial Charger Creature

[top]CELESTIAL CHARGER

Celestial Charger, 7th-Level Cleric
Large (Magical Beast)
CR 13
HP 155, hd8d10+7d8+75
AC 24 (?1 size, +4 Dex, +6 natural, +5 bracers of armor +5), touch 13, flat-fooded 20
Fort +16, Ref +12, Will +15
Speed 60 ft. (12 squares)
Initiative +4
Spot , Listen
Standard attacks
BAB +13, Grapple +24
Attacks
Full attack: Horn +22 melee (1d8+10) and 2 hooves +14 melee (1d4+3)
Special Attacks/Qualities
Turn undead 13/day, smite evil, spells
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
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)
Str 24
Con 20
Dex 18
Int 13
Wis 27
Cha 22
Alignment Always chaotic good,
Environment A chaotic good plane,
Organisation Solitary


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.

[top]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

System Reference Document -> List of Creatures (SRD)
 
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
 

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