Half-Celestial Heavy Warhorse (3.5e Creature)

From D&D Wiki
Jump to navigation Jump to search

Half-Celestial Heavy Warhorse[edit]

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[edit]

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)



Back to Main Page3.5e HomebrewCreaturesCR 3