Monsters / Half-Celestial
Half-Celestial
CR 4 - 1,200 XP - CG Large Outsider
Stat block
AC17 (touch 13, flat-footed 13)HP42 (4d10+20)SavesFort +9, Ref +8, Will +8Meleegore +10 (1d8+6), 2 hooves +7 (1d3+3)Speed60 ft., fly 120 ft. (good)AbilitiesStr 22, Dex 19, Con 20, Int 13, Wis 25, Cha 26BAB / CMB / CMD+4 / +11 / 25Sensesdarkvison 60 ft., low-light vision, scent; Perception +14Environmenttemperate forests
DR 5/magicimmune charmimmune compulsionimmune diseaseimmune poisonresist acid 10, cold 10, electricity 10SR 15
Combat brain - every behavior cites its line (1 rules)
Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.
direct-attack (from melee)
melee: gore +10 (1d8+6), 2 hooves +7 (1d3+3)
melee: gore +10 (1d8+6), 2 hooves +7 (1d3+3)
On-hit riders and breath
powerful charge2d8+12
smite2d8+12
From the entry
Most half-celestials are born of a mortal who loved a good outsider, but powerful holy magic can also create one.
"Half-celestial" is an inherited or acquired template that can be added to any living, corporeal creature with an Intelligence score of 4 or more. A half-celestial creature retains the base creature's statistics and special abilities except as noted here.