Celeste (3.5e NPC)

From D&D Wiki
Jump to navigation Jump to search
Celeste

CR 9

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)
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


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.


Back to Main Page3.5e HomebrewNPCsCR 9


Back to Main Page3.5e HomebrewNPCsECL 14