D20:Celestial Charger Creature


Celestial Charger, 7th-Level Cleric
Large (Magical Beast)
CR 13
HP 155, hd8d10+7d8+75
AC 24 (?1 size, +4 Dex, +6 natural, +5 bracers of armor +5), touch 13, flat-fooded 20
Fort +16, Ref +12, Will +15
Speed 60 ft. (12 squares)
Initiative +4
Spot , Listen
Standard attacks
BAB +13, Grapple +24
Full attack: Horn +22 melee (1d8+10) and 2 hooves +14 melee (1d4+3)
Special Attacks/Qualities
Turn undead 13/day, smite evil, spells
Damage reduction 10/magic, darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, magic circle against evil, resistance to acid 10, cold 10, and electricity 10, scent, spell-like abilities, spell resistance 20, wild empathy
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)
Str 24
Con 20
Dex 18
Int 13
Wis 27
Cha 22
Alignment Always chaotic good,
Environment A chaotic good plane,
Organisation Solitary

A celestial charger has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard.
A typical adult celestial charger 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.
Celestial chargers speak Sylvan and Common.
The celestial charger described here is an 8 HD celestial unicorn with seven levels of cleric.


Celestial chargers normally attack only when defending themselves. 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 celestial charger.
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 spell. A celestial charger cannot suppress this ability.
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.
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.
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.
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.
See Also: Unicorn

System Reference Document -> List of Creatures (SRD)
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.

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