Half-Celestial
Most half-celestials are born of a mortal who loved a good outsider, but powerful holy magic can also create one.
- HP
- 42 (4d10+20)
- AC
- 17, touch 13, flat-footed 13 (+4 Dex, +4 natural, -1 size; +2 deflection vs. evil)
- Speed
- 60 ft., fly 120 ft. (good)
- Init
- +4
- Melee
- gore +10 (1d8+6), 2 hooves +7 (1d3+3)
- Space
- 10 ft.
- Reach
- 5 ft.
- BAB
- +4
- CMB
- +11
- CMD
- 25 (29 vs. trip)
- Fort
- +9
- Ref
- +8
- Will
- +8; +4 vs. poison
- DR
- 5/magic
- SR
- 15
- Racial Modifiers
- +3 Survival in forests, +4 Stealth
Weapons: Martial, Simple
smite evil 1/day (+7 attack, +4 damage)
powerful charge (gore, 2d8+12)
magical strike*
wild empathy +18*
Multiattack, Weapon Focus (horn)
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Acrobatics +11, Fly +13, Knowledge (planes) +5, Perception +14, Sense Motive +14, Stealth +11, Survival +14 (+17 forests)
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Detect Evil (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Light (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Cure Light Wounds (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Protection From Evil (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Aid (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Bless (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Cure Moderate Wounds (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Teleport, Greater (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Neutralize Poison (Spell)House/Core — covered by the site's Section 15.
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