Half-Celestial

Half-Celestial 9th-Level Human Paladin

Medium Outsider (Augmented Humanoid, Native)
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.

Combat

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.