Half Celestial Magebred Light Warhorse

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Half Celestial Magebred Light Warhorse[edit]

Size/Type: Large Outsider (Native)
Hit Dice: 3d8+21 (34 hp)
Initiative: +3
Speed: 70 ft. (14 squares), swim 70 ft. (14 squares) fly (good) 140 ft (28 squares)
Armor Class: 19 (–1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
Base Attack/Grapple: +2/+10
Attack: Hoof +7 melee (1d4+6) (magic for overcoming DR)
Full Attack: 2 hooves +7 melee (1d4+6) and bite +2 melee (1d3+3)
Space/Reach: 10 ft./5 ft.
Special Attacks:

At will: Daylight (Su)

1/day: Smite Evil (su)

Spell-Like Abilities:

1/day: bless, Aiddetect evil

3/day: Protection from evil

Special Qualities: Low-light vision, scent, excellent learner, swift breed, Darkvision 60 ft. Immunity to disease, Resistance to acid, cold and electricity 10, DR 5/magic, Spell resistance 13
Saves: Fort +10 (+14 poison), Ref +6, Will +4
Abilities: Str 22, Dex 17, Con 25, Int 4, Wis 17, Cha 10
Skills: Listen +9, Spot +9, Autohypnosis +6, Hide: +5 , Move Silently: +9, Survival: +6
Feats: Drop from Orbit, Endurance (Grimoire), HM Slave
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 2
Treasure: None
Alignment: Always good
Advancement:
Level Adjustment:


Horses are widely domesticated for riding and as beasts of burden.

These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three.

Carrying Capacity: Carry 2,760 lbs, Push or Drag 13,800 lbs

Excellent Learner: A magebred animal can learn a maximum of eight tricks, and the DC for all Handle Animal checks involving a magebred animal is reduced by 2 . In addition, the time required to train a magebred animal for a purpose is reduced by 1 week (to a minimum of 1 week).

Swift Breed: One of the creature’s modes of movement increases its speed by 10 feet.

Combat[edit]

A horse not trained for war does not normally use its hooves to attack. Its hoof attack is treated as a secondary attack and adds only half the horse’s Strength bonus to damage. (These secondary attacks are noted with an asterisk in the Attack and Full Attack entries for the heavy horse and the light horse.)

A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Special Qualities: A half-celestial has all the special qualities of the base creature, plus the following special qualities.

Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4.

Skills: A half-celestial gains skill points as an outsider and has skill points equal to (8 + Int modifier) x (HD + 3). Do not include Hit Dice from class levels in this calculation—the half-celestial gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as classskills, and other skills as cross-class.

Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.

Alignment: Always good (any).

Level Adjustment: Same as base creature +4.

See Wikipedia Entry:




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