Name | Unicorn |
---|---|
Sorted Name | Unicorn |
Family | Unicorn |
Size and Type | Large Magical Beast |
Hit Dice Count | 4 |
Hit Dice | 4d10+20 (42 hp) |
Random Hit Points | 4d10+20 - 20 |
Initiative | +3 |
Speed | 60 ft. (12 squares) |
Armor Class | 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15 |
Base Attack/Grapple | +4/+13 |
Attack | Horn +11 melee (1d8+8) |
Full Attack | Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2) |
Space/Reach | 10 ft./5 ft. |
Special Attacks | - |
Special Qualities | Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy |
Saves | Fort +9, Ref +7, Will +6 |
Abilities | Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24 |
Skills | Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8* |
Feats | Alertness, Skill Focus (Survival) |
Environment | Temperate forests |
Challenge Rating | 3 |
Organization | Solitary, pair, or grace (3-6) |
Treasure | None |
Alignment | Always chaotic good |
Advancement | 5-8 HD (Large) |
Level Adjustment | +4 (cohort) |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Unicorn; CR 3; Large magical beast; HD 4d10+20; hp 42; Init +3; Spd 60 ft. (12 squares); AC 18 (-1 size, +3 dex, +6 natural), touch 12, flat-footed 15; Base Atk +4; Grp +13; Atk +11 melee (1d8+8, horn); Full Atk +11 melee (1d8+8, horn) and +3 melee (1d4+2, 2 hooves); Space/Reach 10 ft./5 ft.; SA -; SQ Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy; AL CG; SV Fort +9, Ref +7, Will +6; Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24 Skills and Feats: Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8*; Alertness, Skill Focus (Survival) |
Unicorn
A unicorn has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard. A typical adult unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males. Unicorns speak Sylvan and Common. CombatUnicorns 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 unicorn. Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability. Spell-Like Abilities: Unicorns can use detect evil at will as a free action. Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside. A unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based. Wild Empathy (Ex): This power works like the druid's wild empathy class feature, except that a unicorn has a +6 racial bonus on the check. Skills: Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest. Celestial ChargerThe celestial charger described here is an 8 HD celestial unicorn with seven levels of cleric. CombatThe save DC for this celestial charger's neutralize poison ability (DC 20) is adjusted for its greater Hit Dice and altered Charisma score. A celestial charger's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Evil (Su): Once per day a celestial charger can make a normal melee attack to deal 15 points of extra damage against an evil foe. Cleric Spells Prepared (6/7/6/5/4; save DC 18 + spell level): 0- detect magic, detect poison (2), light, virtue (2); 1st-bless (2), calm animals*, obscuring mist, remove fear, sanctuary, shield of faith; 2nd-aid* (2), animal messenger, lesser restoration, remove paralysis, shield other; 3rd-prayer, protection from energy, remove curse, searing light (2); 4th-air walk, divine power, holy smite*, restoration. *Domain spell. Domains: Animal and Good. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Horn +11 melee (1d8+8), or Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2)
feats: ALERTNESS, SKILL FOCUS (SURVIVAL), ,