Celeste (3.5e NPC)
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|LG Large Magical Beast|
|Init/Senses||+4/Darkvision 60 ft., low-light vision, scent, Detect Evil (free action, at will); Listen +13, Spot +13|
|Languages||Sylvan and Common|
|AC|| 27, touch 21, flat-footed 23|
(–1 size, +4 Dex, +6 natural, +7 Wis, +1 monk)
|hp||123 (4d10+6d8+70 HD)|
|Immune||poison, charm, and compulsion, natural diseases|
|Resist||Evasion, slow fall 30 ft.|
|Fort/Ref/Will||+16/+13/+13; +2 vs. enchantment spells and effects (Still Mind (Ex))|
|Speed||80 ft. (16 squares); Run|
|Melee||Horn +18 melee (1d8+10) or|
|Melee||Unarmed +15 melee (2d6+7) or|
|Melee||Full attack Horn +11 melee (1d8+8) and 2 hooves +12 melee (1d4+3)|
|Space/Reach||10 ft./5 ft.|
|Atk Options||Flurry of Blows (-1), Ki strike (magic), Power Attack, Improved Overrun, Improved Trip, +2 bonus on attacks of opportunity made against an opponent attempting to bull rush or trip her, +4 bonus on Dex or Str checks to avoid being tripped or bull rushed|
|Spell-Like Abilities|| |
1/day—greater teleport to move anywhere within her home forest, cure moderate wounds (CL 5th), neutralize poison (DC 20, CL 8th)
3/day—cure light wounds (CL 5th)
|Abilities||Str 25 +7, Dex 19 +4, Con 24 +7, Int 10 +0, Wis 24 +7, Cha 22 +6|
|SQ||Darkvision 60 ft., magic circle against evil, spell-like abilities, wild empathy|
|Feats||Alertness, Skill Focus (Survival), Improved Unarmed Strike, Stunning Fist (6/day, DC 22), Deflect Arrows, Improved Trip, Improved Grapple, Power Attack, Improved Overrun|
|Skills||Balance +15, Concentration +8, Jump +31 (incl. +20 bonus from 80 ft. move), Listen +13, Move Silently +10, Sense Motive +8, Spot +13, Survival +10*, Tumble +9|
- Character creation notes
- Uses Elite Array
- Uses the Hand and Foot monk fighting style (see SRD)
- Feats from class level advancement: Improved Grapple, Power Attack, Improved Overrun
- the horn is a +3 magic weapon
Unicorns 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.
Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.
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 21, 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.