Large Celestial, Lawful Good
Armor Class 14 Natural armor
Hit Points 141 (11d10 + 79)
Speed 50 ft.
STR
22 (+6)
DEX
15 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
20 (+5)
CHA
17 (+3)
Saving Throws INT +5, WIS +9
Skills Animal Handling +7, Medicine +9, Nature +5, Religion +5, Survival +9
Damage Resistances Acid, Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 15
Languages Celestial, Elvish, Sylvan, Telepathy 60 ft.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Spellcasting. The celestial charger is an 7th-level nature domain cleric. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:

Cantrips (at will):  guidance, light, sacred flame, spare the dying, word of radiance

1st level (4 slots): animal friendship, bless, guiding bolt, healing word, protection from evil and good, speak with animals

2nd level (3 slots): aid, barkskin, lesser restoration, prayer of healing, spike growth

3rd level (3 slots): beacon of hope, daylight, mass healing word, plant growth, remove curse, wind wall

4th level (1 slot): death ward, dominate beast, freedom of movement, grasping vine

 

Charge. If the celestial charger moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Innate Spellcasting. The celestial charger's innate spellcasting ability is Charisma (spell save DC 15). The celestial charger can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft, pass without trace

1/day each: calm emotions, dispel evil and good, entangle

Magic Resistance. The celestial charger has advantage on saving throws against spells and other magical effects.

Magic Weapons. The celestial charger's weapon attacks are magical.

Legendary Resistance (1/Day). If the celestial charger fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The celestial charger makes two attacks: one with its hooves and one with its horn.

Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.

Horn. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 6) piercing damage.

Channel Divinity. The celestial charger has the the ability to channel divine energy directly from its deity, using that energy to fuel magical effects.  It can use the Charm Animals and Plants and Turn Undead effects.

When the celestial charger uses Channel Divinity, it chooses which effect to create. It can use Channel Divinity twice between rests.

Channel Divinity: Charm Animals and Plants. As an action, the celestial charger gently call out. Each beast or plant creature that can see it within 30 feet of it must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by the celestial charger for 1 minute or until it takes damage. While it is charmed by the celestial charger, it is friendly to it and other creatures it designates.

Channel Divinity: Turn Undead.

As an action, the celestial charger's horn glows with holy light. Each undead that can see or hear it within 30 feet of it must make a DC 27 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from the celestial charger as it can, and it can’t willingly move to a space within 30 feet of the celestial charger. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

If a creature of CR 1/2 or lower fails its saving throw against Turn Undead, it is instantly destroyed.

Healing Touch (3/Day). The celestial charger touches another creature with its horn. The target magically regains 15 (3d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Teleport (1/Day). The celestial charger magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the celestial charger is familiar with, up to 1 mile away.

Reactions

Dampen Elements.  When the celestial charger or a creature within 30 feet of it takes acid, cold, fire, lightning, or thunder damage, it can use its reaction to grant resistance to the creature against that instance of the damage

Legendary Actions

The celestial charger can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The celestial charger regains spent legendary actions at the start of its turn.

Hooves. The celestial charger makes one attack with its hooves.

Shimmering Shield (Costs 2 Actions). The celestial chargercreates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.

Heal Self (Costs 3 Actions). The celestial charger magically regains 15 (3d8 + 2) hit points.

Description

You have read of the beauty of unicorns, but this creature is even more wondrous than you could have imagined.

Celestial chargers are rare unicorns blessed by nature deities, whom they serve as elite champions.

These stats were originally made to go with the Path of Raziel subclass, which can be found on DnDBeyond.

Lair and Lair Actions

A celestial charger’s Lair

A celestial chargers lair might be an ancient ruin overgrown with vines, a misty clearing surrounded by mighty oaks, a flower-covered hilltop alive with butterflies, or some other serene woodland location.

Regional Effects

Transformed by the creature’s celestial presence, the domain of a celestial charger might include any of the following magical effects:

  • Open flames of a nonmagical nature are extinguished within the celestial charger’s domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
  • Creatures native to the celestial charger's domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.
  • When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
  • Curses affecting any good-aligned creature are suppressed.

If the celestial charger dies, these effects end immediately.

Habitat: Forest

Gannoh

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