Unicorn, celestial charger?

smetzger

Explorer
Under Summon Nature's Ally is an entry for Unicorn, celestial charger. However, I could not find Unicorn, celestial charger in the SRD.

I assume this is a Unicorn with some character levels Druid and Ranger seem like good possibilities. So, what is the Celestial Charger?

Thanks,
Scottt
 

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KaeYoss said:
It's a 7th-level Cleric Unicorn with 8 unicorn HD.

Thanks, what are its ability scores, feats, and skills? That should be all I need to make it.

p.s. I am putting stat-blocks for the whole Summon Nature's Ally list together.
 
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str 24, dex 18, con 20, int 13, wis 27, cha 22
concentration +11, know(nature) +9, Know(religion) +8, Listen +15, Move Silently +12, Spellcraft +5, Spot +15, Survival +15 (+17 aboveground)*
Feats: Alertness, Combat Casting, Extra Turning, Improved Turning, Runn, Skill Focus (Survival).
Domains: Animal and Good.
 

KaeYoss said:
str 24, dex 18, con 20, int 13, wis 27, cha 22
concentration +11, know(nature) +9, Know(religion) +8, Listen +15, Move Silently +12, Spellcraft +5, Spot +15, Survival +15 (+17 aboveground)*
Feats: Alertness, Combat Casting, Extra Turning, Improved Turning, Runn, Skill Focus (Survival).
Domains: Animal and Good.

Addendem - It's an 8 HD celestial unicorn with 7 cleric levels.

Therefore it has some DR, SR, energy resistances, and Smite Evil too.

For specifics, check the SRD entry for the Celestial template, and treat the charger as a 15HD celestial being.
 

KaeYoss said:
str 24, dex 18, con 20, int 13, wis 27, cha 22
concentration +11, know(nature) +9, Know(religion) +8, Listen +15, Move Silently +12, Spellcraft +5, Spot +15, Survival +15 (+17 aboveground)*
Feats: Alertness, Combat Casting, Extra Turning, Improved Turning, Runn, Skill Focus (Survival).
Domains: Animal and Good.

Are you sure thats right? A 4hd Unicorn has a higher Con and Cha
Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24
 

smetzger said:
Are you sure thats right? A 4hd Unicorn has a higher Con and Cha
Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24
That translates into racial bonuses of Str +10, Dex +6, Con +10, Int +0, Wis +10 and Cha +14. Subtracting those from the Celestial charger gives us base values of Str 14, Dex 12, Con 10, Int 13, Wis 17, and Cha 8. Drop Wis by 2 to account for the increases from 8 cleric levels, and you get 14, 12, 10, 13, 15, and 8 - the elite array used for powerful NPCs.
 

Okay so is this Celestial Charger correct...

Unicorn Celestial Cleric 7, Large Magical Beast (Extraplanar); CR 13;
HD 8d10+40+7d8+35 (150 hp); Init +3; Spd 60 ft.; Space/Reach 10 ft./5 ft.;
AC 19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15; Base Atk +13; Grp +24;
Atk Horn +22 melee (1d8+10);
Full Atk Horn +22 melee (1d8+10) and 2 hooves +14 melee (1d4+6);
SA smite evil; SQ Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy, DR 10/magic, Resistance to acid, cold, and electricity 10, SR 20; AL CG; SV Fort +16, Ref +11, Will +15;
Str 24, Dex 18, Con 20, Int 13, Wis 27, Cha 22
The horn is a +3 magic weapon, though its power fades if removed from the unicorn.
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).
Magic Circle Against Evil(Su): This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.
Spell-Like Abilities(): Unicorns can use detect evil at will as a free action. Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside. A unicorn 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 unicorn has a +6 racial bonus on the check.
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal +15 extra damage against an evil foe.
Skills(): Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.
Spells Prepared(6,7,6,5,4; DC 18+spell level) Domains: Animal and Good
1st: bless, calm animals*, cause fear, endure elements, remove fear(x2), inflict light wounds
2nd: calm emotions, eagle’s splendor, find traps, hold animal*, sound burst, zone of truth
3rd: create food and water, dispel magic, dominate animal*, prayer(x2)
4th: cure critical wounds, freedom of movement, giant vermin, holy smite*
 

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