Name | Unicorn |
---|---|
Sorted Name | Unicorn |
Family | Unicorn |
Size and Type | Large Magical beast |
Hit Dice Count | 4 |
Hit Dice | 4d10+12 (34 hp) |
Random Hit Points | 4d10+12 - 12 |
Initiative | +3 |
Speed | 60 ft. |
Armor Class | 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, -1 size +2 deflection vs. evil) |
Base Attack/Grapple | +4/+CMB: +9CMD: 22 (26 vs. trip) |
Attack | gore +8 (1d8+4), 2 hooves +5 (1d3+2) |
Space/Reach | 10 ft./5 ft. |
Special Attacks | powerful charge (gore, 2d8+8) |
Special Qualities | magical strike, wild empathy +17, darkvision 60 ft., low-light vision, scent; |
Saves | Fort +7, Ref +7, Will +6; +2 resistance vs. evil |
Abilities | Str 18, Dex 17, Con 16, Int 11, Wis 21, Cha 24 |
Skills | Acrobatics +8, Perception +10, Stealth +8, Survival +7 (+10 in forests) |
Feats | Multiattack, Weapon Focus (horn) |
Environment | temperate forests |
Challenge Rating | 3 |
Organization | solitary, mated pair, or blessing (3-6) |
Treasure | none |
Alignment | CG |
Version | PRPG-O |
Sources | Pathfinder RPG (Open) |
UnicornThis magnificent beast looks like a white horse, but with a goat's beard and a single long ivory horn on its brow.Unicorn CR 3 XP 800CG Large magical beastInit +3; Senses darkvision 60 ft., low-light vision, scent; Perception +10Aura magic circle against evilDEFENSEAC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, -1 size +2 deflection vs. evil)hp 34 (4d10+12)Fort +7, Ref +7, Will +6; +2 resistance vs. evilImmune charm, compulsion, poisonOFFENSESpd 60 ft.Melee gore +8 (1d8+4), 2 hooves +5 (1d3+2)Space 10 ft.; Reach 5 ft.Special Attacks powerful charge (gore, 2d8+8)Spell-Like Abilities (CL 9th)At will—detect evil (as free action), light3/day—cure light wounds1/day—cure moderate wounds, greater teleport (within its forest territory), neutralize poison (DC 21)STATISTICSStr 18, Dex 17, Con 16, Int 11, Wis 21, Cha 24Base Atk +4; CMB +9; CMD 22 (26 vs. trip)Feats Multiattack, Weapon Focus (horn)Skills Acrobatics +8, Perception +10, Stealth +8, Survival +7 (+10 in forests); Racial Modifiers +3 Survival in forests, +4 StealthLanguages Common, SylvanSQ magical strike, wild empathy +17ECOLOGYEnvironment temperate forestsOrganization solitary, mated pair, or blessing (3-6)Treasure noneSPECIAL ABILITIESMagic Circle against Evil (Su) This ability continually duplicates the effect of the spell. The unicorn cannot suppress this ability.Magical Strike (Ex) A unicorn's gore attack is treated as a magic good weapon for the purposes of damage reduction.Wild Empathy (Su) This works like the druid's wild empathy class feature, except the unicorn has a +6 racial bonus on the check. Unicorns with druid levels add this racial modifier to their wild empathy checks.Unicorns are fierce, intelligent creatures of the forest, noble beasts who keep their own counsel and typically appear only to defend their homes against evil. They universally shun all creatures except for good-aligned fey, good-aligned humanoid women, and the woodlands' native animals, though they may fight alongside other good creatures against common enemies. A typical unicorn is 8 feet long and 5 feet tall at the shoulder, weighing 1,200 pounds. Unicorns mate for life, and the pairs generally make their homes in specific glades or dells within the vast forests they protect (these regions can cover anywhere from a few dozen square miles to hundreds). They allow good and neutral creatures to pass through, hunt for food, or reside in their woods unharmed, but evil creatures and those who damage the local ecosystem more than necessary through sport hunting or commercial logging are swiftly driven out or killed. On rare occasions, lone unicorns without mates or whose partners have been slain have been known to adopt young women of exceptionally pure virtue as surrogates, allowing the women to ride on their backs and becoming their guardians and protectors for life. This bond generally ends amiably if the woman becomes more committed to someone else-such as a lover or child-giving rise to the myth that unicorns only befriend virgins. A unicorn's horn is the focus for its powers, and in order to use its spell-like abilities on other creatures the unicorn must touch them with it. Evil creatures greatly value unicorn horns as reagents for healing potions and other dark rites, and a single powdered unicorn horn counts as 1,600 gp when used as a component for crafting healing magic. |
Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
The Open content displayed above has been reproduced without permission from the copyright holder.
Attacks: gore +8 (1d8+4), 2 hooves +5 (1d3+2), or
feats: MULTIATTACK, WEAPON FOCUS (HORN), ,