Half-Celestial/Half-Unicorn* (CR 4)

Large Outsider (Chaotic, Good, and Extraplanar)
Alignment: Always chaotic good
Initiative: +4 (Dex); Senses: Spot +15 and listen +16


AC: 20 (-1 size, +4 Dex, +7 natural), touch 13, flat-footed 16
Hit Dice: 4d10+28 (50 hp)
Fort +11, Ref +8, Will +8
Speed: 60 ft., fly 120 ft. (good)
Space: 10 ft./5 ft.
Base Attack +4; Grapple +8
Attack: Horn +13 melee
Full Attack: Horn +13 melee and 2 hooves +5 melee
Damage: Horn 1d8+10, hoof 1d4+3
Special Attacks/Actions:
Abilities: Str 24, Dex 19, Con 25, Int 12, Wis 25, Cha 28
Special Qualities: Magic circle against evil, light, spell-like abilities, immunities, wild empathy
Feats: Alertness
Skills: Diplomacy +10, Move Silently +11, Spot +15, Survival +14*, and listen +16
Advancement: 4-8 HD (large)
Climate/Terrain: Temperate forest
Organization: Solitary pair, or grace (3-6)
Treasure/Possessions: None

Source: Monster Manual (3E)

Three out of four half-celestial/half-unicorns have elegant feathered wings on their backs. They often lead groups of other unicorns or act as their champions or defenders.

Combat

Half-celestial/half-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 creature.

Magic Circle against Evil (Su): This ability continuously duplicates the effects of the magic circle against evil spell; the half-celestial/half-unicorn cannot suppress this power.

Light (Su): Half-celestial/half-unicorns can use light at will as a free action.

Spell-Like Abilities: Half-celestial/half-unicorns can detect evil at will as a free action. Once per day a half-celestial/half-unicorn can use teleport without error to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.

A half-celestial/half-unicorn can use cure light wounds three times per day and cure moderate wounds once per day, as cast by a 5th-level druid, by touching a wounded creature with its horn. Once per day it can use neutralize poison, as cast by an 8th-level druid, with a touch of its horn. Further, it can use the following as a 4th-level cleric: 3/day - protection from evil (cast on others); 1/day - bless and aid.

Immunities: Half-celestial/half-unicorns are immune to acid, cold, disease, electricity, poison, and charm and hold spells or abilities.

Skills: *Half-celestial/half-unicorns receive a +3 racial bonus to Survival checks within the boundaries of their forest.

Chaotic Subtype

A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).

Good Subtype

A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.