Unicorn, Celestial Charger
Large Magical Beast — CR 13
Unicorn, Celestial Charger is a D&D 3.5 monster from MM, p. 250. CR 13, HD 8d10+7d8+75 (155 hp).
- Hit Dice
- 8d10+7d8+75 (155 hp)
- Initiative
- +4
- Speed
- Land 60 ft
- Armor Class
- 24, touch 13, flat-footed 20
- Base Attack / Grapple
- +13/+24
- Attack
- Horn +22 melee (1d8+10)
- Full Attack
- Horn +22 melee (1d8+10) and 2 hooves +14 melee (1d4+3)
- STR
- 24
- DEX
- 18
- CON
- 20
- INT
- 13
- WIS
- 27
- CHA
- 22
- Fort / Ref / Will
- +16 / +12 / +15
- Challenge Rating
- 13
- Alignment
- Always Chaotic-Good
- Organization
- Solitary
- Treasure
- None
- Environment
- Seven Mounting Heavens of Celestia
- Level Adjustment
- +8
- Spell Resistance
- 20
- Caster Level
- 7
Special Abilities
Feats
This powerful, equine creature has a gleaming white coat and big, lively eyes. Long, silky white hair hangs down in a mane and forelock. A single ivory-colored horn, about 2 feet long, grows from the center of the forehead. The hooves are cloven.
Description
These fierce, noble beasts shun contact with all but sylvan creatures (dryads, pixies, and the like), showing themselves only to defend their woodland homes.
A unicorn has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard.
Unicorns mate for life, making their homes in open dells or glades in the forests they protect. Good and neutral travelers may pass freely through and even hunt for food in a unicorn’s forest, but evil creatures do so at great risk. Likewise, a unicorn will attack any being it discovers killing for sport in its territory or damaging the forest maliciously.
Lone unicorns occasionally allow themselves to be tamed and ridden by good human or even maidens of pure heart. Such a unicorn, if treated kindly, is the maiden’s loyal seed and protector for life, even accompanying her beyond its forest.
A unicorn’s horn is renowned for its healing properties. Evil and unscrupulous beings sometimes hunt a unicorn for its horn, which can fetch up to 2,000 gp, for use in various healing potions and devices. Most good creatures refuse to traffic in such things.
A celestial unicorn is a champion for good, the fierce enemy of evil beings that would destroy woodlands and their inhabitants. It is a dedicated follower of Ehlonna.
The celestial charger described here is an 8 HD celestial unicorn with seven levels of cleric.
A typical adult unicorn 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.
Unicorns speak Sylvan and Common.
Combat
Celestial chargers normally attack only when defending themselves or their forests. 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 unicorn.
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 magic circle against evil spell. A celestial charger cannot suppress this ability.
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.
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.
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.
*Domain spell. Domains: Animal and Good.
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.