Celeste (3.5e NPC)
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
- 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
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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