Half-Celestial/Half-Unicorn

Large Outsider (Chaotic, Good, Extraplanar) — CR 4

Realmshelps (RH)3.5
Hit Dice
4d10+28 (50 hp)
Initiative
+4
Speed
60 ft, 60 ft., fly 120 ft. (good)
Armor Class
20, touch 13, flat-footed 16
Base Attack / Grapple
+4/+8
Attack
Horn +13 melee Full Attack: Horn +13 melee and 2 hooves +5 melee
STR
24
DEX
19
CON
25
INT
12
WIS
25
CHA
28
Fort / Ref / Will
+11 / +8 / +8
Challenge Rating
4
Alignment
Always chaotic good

Half-Celestial/Half-Unicorn* (CR 4)

Large Outsider (Chaotic, Good, and Extraplanar)
Alignment: Always chaotic good
Initiative: +4 (Dex); Senses: Spot +15 and listen +16

AC: 20 (-1 size, +4 Dex, +7 natural), touch 13, flat-footed 16
Hit Dice: 4d10+28 (50 hp)
Fort +11, Ref +8, Will +8 Speed: 60 ft., fly 120 ft. (good)
Space: 10 ft./5 ft.
Base Attack +4; Grapple +8
Attack: Horn +13 melee
Full Attack: Horn +13 melee and 2 hooves +5 melee
Damage: Horn 1d8+10, hoof 1d4+3
Special Attacks/Actions: Abilities: Str 24, Dex 19, Con 25, Int 12, Wis 25, Cha 28
Special Qualities: Magic circle against evil, light, spell-like abilities, immunities, wild empathy
Feats: Alertness
Skills: Diplomacy +10, Move Silently +11, Spot +15, Survival +14*, and listen +16
Advancement: 4-8 HD (large) Climate/Terrain: Temperate forest
Organization: Solitary pair, or grace (3-6)
Treasure/Possessions: None

Description

Half-Celestial/Half-Unicorn* (CR 4)

Large Outsider (Chaotic, Good, and Extraplanar)
Alignment: Always chaotic good
Initiative: +4 (Dex); Senses: Spot +15 and listen +16

AC: 20 (-1 size, +4 Dex, +7 natural), touch 13, flat-footed 16
Hit Dice: 4d10+28 (50 hp)
Fort +11, Ref +8, Will +8 Speed: 60 ft., fly 120 ft. (good)
Space: 10 ft./5 ft.
Base Attack +4; Grapple +8
Attack: Horn +13 melee
Full Attack: Horn +13 melee and 2 hooves +5 melee
Damage: Horn 1d8+10, hoof 1d4+3
Special Attacks/Actions: Abilities: Str 24, Dex 19, Con 25, Int 12, Wis 25, Cha 28
Special Qualities: Magic circle against evil, light, spell-like abilities, immunities, wild empathy
Feats: Alertness
Skills: Diplomacy +10, Move Silently +11, Spot +15, Survival +14*, and listen +16
Advancement: 4-8 HD (large) Climate/Terrain: Temperate forest
Organization: Solitary pair, or grace (3-6)
Treasure/Possessions: None

Combat

Half-Celestial/Half-Unicorn* (CR 4)

Large Outsider (Chaotic, Good, and Extraplanar)
Alignment: Always chaotic good
Initiative: +4 (Dex); Senses: Spot +15 and listen +16

AC: 20 (-1 size, +4 Dex, +7 natural), touch 13, flat-footed 16
Hit Dice: 4d10+28 (50 hp)
Fort +11, Ref +8, Will +8 Speed: 60 ft., fly 120 ft. (good)
Space: 10 ft./5 ft.
Base Attack +4; Grapple +8
Attack: Horn +13 melee
Full Attack: Horn +13 melee and 2 hooves +5 melee
Damage: Horn 1d8+10, hoof 1d4+3
Special Attacks/Actions: Abilities: Str 24, Dex 19, Con 25, Int 12, Wis 25, Cha 28
Special Qualities: Magic circle against evil, light, spell-like abilities, immunities, wild empathy
Feats: Alertness
Skills: Diplomacy +10, Move Silently +11, Spot +15, Survival +14*, and listen +16
Advancement: 4-8 HD (large) Climate/Terrain: Temperate forest
Organization: Solitary pair, or grace (3-6)
Treasure/Possessions: None