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. | Unicorn |
---|---|
Size/Type: | Large Magical Beast |
Hit Dice: | 4d10+20 (42 hp) |
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 |
Organization: | Solitary, pair, or grace (3-6) |
Challenge Rating: | 3 |
Treasure: | None |
Alignment: | Always chaotic good |
Advancement: | 5-8 HD (Large) |
Level Adjustment: | +4 (cohort) |
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.
Combat[]
Unicorns 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.