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*