Amber Unicorn CR 4 (XP 800)
AC 19, touch 14, flat-footed 14; (+5 Dex, +5 natural, –1 size; +2 deflection vs. evil)
hp 52 (4d10+30)
Fort +4, Ref +9, Will +6; +2 resistance vs. evil
Defensive Abilities amber composition, anathema of movement (+4), hardness 4; Immune charm, compulsion, construct traits, poison
Weaknesses trapped in amber
Before Combat This creature seeks to appear to be a unique living unicorn enticing people to approach it so it can line up a devastating charge attack. It may even due so using its teleport spell-like ability.
Morale Once this creature has a victim inside it, it often runs or teleports away so that it can consume its victims rather than risk being injured, but until it does pin a victim it fights fearlessly.
Str 22, Dex 21, Con -, Int 11, Wis 21, Cha 24
Base Atk +4; CMB +11; CMD 26 (30 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 Stealth
Languages Common, Sylvan
SQ magical strike, wild empathy +17
Magic Circle Against Evil (Su)
This ability continually duplicates the effect of the spell. The unicorn cannot suppress this ability.
Magical Strike (Su)
A amber unicorn’s gore attack is treated as a magic good weapon for the purposes of damage reduction.
Wild Empathy (Ex)
Pathways Bestiary (c) 2017, Rite Publishing LLC.; Author: Steven D. Russell.