Half-Celestial Heavy Warhorse (3.5e Creature)
From D&D Wiki
Half-Celestial Heavy Warhorse
Size/Type: | Large Outsider (native) |
---|---|
Hit Dice: | 4d8+20 (38 hp) |
Initiative: | +2 |
Speed: | 50 ft.; fly 100 ft. (good) |
Armor Class: | 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14 |
Base Attack/Grapple: | +3/+13 |
Attack: | Hoof +8 melee (1d6+6) |
Full Attack: | 2 hooves +8 melee (1d6+6) and bite +3 melee (1d4+4) |
Space/Reach: | 10 ft./5 ft. |
Special Attacks: | Daylight (Su, as the spell) at will, Smite Evil (Su) 1/day (+4 damage) |
Special Qualities: | Scent, Darkvision 60 ft., Immunity to disease, Resistance to acid 10, cold 10, and electricity 10, Damage reduction 5/magic, Spell resistance 14, +4 racial bonus on Fortitude saves against poison, Spell-Like Abilities |
Saves: | Fort +9, Ref +6, Will +4 |
Abilities: | Str 22, Dex 15, Con 21, Int 4, Wis 17, Cha 10 |
Skills: | Listen +7, Spot +6, ... (35 skill points) |
Feats: | Endurance, Run |
Environment: | Temperate plains |
Organization: | Domesticated |
Challenge Rating: | 3 |
Treasure: | - |
Alignment: | good (any) |
Advancement: | - |
Level Adjustment: | - |
Combat
A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Daylight (Su): Half-celestials can use a daylight effect (as the spell) at will.
Smite Evil (Su): Once per day a half-celestial can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
- Spell-Like Abilities
- Protection from evil 3/day, bless (1/day)
- Aid (1/day), detect evil (1/day)