Celeste (3.5e NPC)
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female unicorn | |
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. |
Base Atk/Grp | +8/+19 |
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 |
Special Actions | — |
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)
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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
COMBAT[edit]
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.
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 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.
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.
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