Half-Celestial/Human*

Medium Outsider (Augmented Humanoid, Native) — CR 11

()Updated 3.5

Half-Celestial/Human* is a D&D 3.5 monster from —. CR 11, HD 9d10+36 (90 hp).

Hit Dice
9d10+36 (90 hp)
Initiative
+1
Speed
land 30 ft, 30 ft., fly 90 ft. (good)
Base Attack / Grapple
+9/+14
Attack
+2 bastard sword +17 melee or masterwork composite longbow (+4) +11 ranged
Full Attack
+2 bastard sword +17/+12 melee or masterwork composite longbow (-4) +11/+6 ranged
STR
20
DEX
12
CON
18
INT
10
WIS
16
CHA
18
Fort / Ref / Will
+14 / +8 / +10
Challenge Rating
11
Alignment
Always lawful good
Organization
Solitary
Treasure
Standard
Level Adjustment
+4
Spell Resistance
19

Special Abilities

DaylightSmite EvilTurn UndeadAura of CourageAura of GoodDetect EvilDivine GraceDivine HealthLay on HandsRemove Disease

Feats

Also, once per day this half celestial paladin can make a normal melee attack with no additional bonus to deal 9 points of extra damage against an evil foe (this is a benefit of the half celestial template.) Spell-like Abilities (Half-Celestial): 3/day - protection from evil; 1/day - aid, bless, cure serious wounds (DC17), dispel evil (DC 19), holy smite (DC 18), neutralize poison, remove disease. Caster level 9th. The save DCs are Charisma based. The half-celestial paladin strives to meet his foes in blade-to-blade combat, resorting to flyby attacks only when confronted by a number of dangerous foes. Against a powerful evil creature, the half-celestial paladin readies himself for close combat with his spells and spell-like abilities, and then makes good use of his ability to smite evil. Augmented Subtype A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type. For example, a wizard's raven familiar is a magical beast (augmented animal). A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. For example, a wizard's raven familiar has an animal's features and the traits of a magical beast. Native Subtype A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name). Unlike true outsiders, native outsiders need to eat and sleep.

Description

Also, once per day this half celestial paladin can make a normal melee attack with no additional bonus to deal 9 points of extra damage against an evil foe (this is a benefit of the half celestial template.) Spell-like Abilities (Half-Celestial): 3/day - protection from evil; 1/day - aid, bless, cure serious wounds (DC17), dispel evil (DC 19), holy smite (DC 18), neutralize poison, remove disease. Caster level 9th. The save DCs are Charisma based. The half-celestial paladin strives to meet his foes in blade-to-blade combat, resorting to flyby attacks only when confronted by a number of dangerous foes. Against a powerful evil creature, the half-celestial paladin readies himself for close combat with his spells and spell-like abilities, and then makes good use of his ability to smite evil. Augmented Subtype A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type. For example, a wizard's raven familiar is a magical beast (augmented animal). A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. For example, a wizard's raven familiar has an animal's features and the traits of a magical beast. Native Subtype A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name). Unlike true outsiders, native outsiders need to eat and sleep.