| Hit Dice: | 9d10+36 (90 hp) |
| Initiative: | +1 |
| Speed: | 30 ft. (6 squares), fly 60 ft. (good) |
| Armor Class: | 24 (+1 Dex, +2 natural, +11 +2 mithral breastplate and +2 heavy steel shield), touch 11, flat-footed 23 |
| Base Attack/Grapple: | +9/+14 |
| Attack: | +2 bastard sword +17 melee (1d10+7/19–20) or masterwork composite longbow (+4 Str bonus) +11 ranged (1d8+4/×3) |
| Full Attack: | +2 bastard sword +17/+12 melee (1d10+7/19–20) or masterwork composite longbow (+4 Str bonus) +11/+6 ranged (1d8+4/×3) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Daylight, smite evil, spells, spell-like abilities, turn undead 7/day |
| Special Qualities: | Aura of courage, aura of good, damage reduction 5/magic, darkvision 60 ft., detect evil, divine grace, divine health, immunity to disease, lay on hands, resistance to acid 10, cold 10, and electricity 10, remove disease 2/week, spell resistance 19 |
| Saves: | Fort +14 (+18 against poison), Ref +8, Will +10 |
| Abilities: | Str 20, Dex 12, Con 18, Int 10, Wis 16, Cha 18 |
| Skills: | Concentration +13, Diplomacy +13, Ride +11, Spot +7 |
| Feats: | Exotic Weapon Proficiency (bastard sword), Flyby Attack, Improved Natural Armor, Power Attack, Weapon Focus (bastard sword) |
| Environment: | Temperate plains |
| Organization: | Solitary |
| Challenge Rating: | 11 |
| Treasure: | Standard |
| Alignment: | Always lawful good |
| Advancement: | By character class |
| Level Adjustment: | +4 |
This noble knight seems human, but he has golden eyes, and a large pair of white-feathered wings spreads from his shoulders.
The half-celestial paladin is a champion of good, a roving knight whose courage in the face of danger is legendary.
The half-celestial paladin strives to meet his foes in blade-to-blade combat, resorting to flyby attacks only when confronted by a number of dangerous foes. Against a powerful evil creature, the half-celestial paladin readies himself for close combat with his spells and spell-like abilities, and then makes good use of his ability to smite evil.
Daylight (Su): Half-celestials can use daylight (as the spell) at will as a standard action.
Smite Evil (Su): Twice per day, this half-celestial paladin may attempt to smite evil with one normal melee attack. He adds his +4 Charisma modifier to his attack roll and deals 9 points of extra damage (1 per paladin level) if the attack hits. If he accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day.
Also, once per day this half-celestial paladin can make a normal melee attack with no additional bonus to deal 9 points of extra damage against an evil foe (this is a benefit of the half-celestial template).
Spell-Like Abilities (Half-Celestial): 3/day—protection from evil; 1/day—aid, bless, cure serious wounds (DC 17), dispel evil (DC 19), holy smite (DC 18), neutralize poison, remove disease. Caster level 9th. The save DCs are Charisma-based.
Turn Undead (Su): This paladin turns undead as a 6th-level cleric.
Aura of Courage (Su): This paladin has immunity to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects.
Aura of Good (Ex): This half-celestial paladin radiates a strong aura of good (see the detect good spell) as the 9th-level cleric of a good deity.
Detect Evil (Sp): At will, this paladin can use detect evil, as the spell.
Divine Grace (Su): This paladin applies his Charisma modifier as a bonus on all saving throws.
Divine Health (Ex): This paladin has immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).
Lay on Hands (Su): This paladin can cure up to 36 points of damage per day.
Remove Disease (Sp): Half-celestial paladins can use remove disease twice per week as a spell-like ability (this is the paladin’s class feature). A half-celestial also has the ability to use remove disease as a half-celestial spell-like ability.
Typical Paladin Spells Prepared (2/1; save DC 13 + spell level): 1st—bless weapon, divine favor; 2nd—bull’s strength.
Possessions: +2 mithral breastplate, +2 large steel shield, +2 bastard sword, masterwork composite longbow (+4 Str bonus), 10 silvered arrows, 10 cold iron arrows. (Different half-celestials may have different possessions.)
Source: Monster Manual (version 3.5), page 145.