The material below is Open Game Content from a 3PP Source
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
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
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 (+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
Abl 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
Environment** temperate forests
Organization solitary, mated pair, or blessing (3–6)
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 f lies 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 level of the base creature’s spell-like abilities, whichever is higher).
|1–2||Protection from evil 3/day, bless||11–12||Holy word|
|3–4||Aid, detect evil||13–14||Holy aura 3/day, hallow|
|5–6||Cure serious wounds, neutralize poison||15–16||Mass charm monster|
|7–8||Holy smite, remove disease||17–18||Summon monster IX (celestials only)|
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.