Unicorn

This 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 800
CG Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Aura magic circle against evil

DEFENSE

AC 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. evil
Immune charm, compulsion, poison

OFFENSE

Speed 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 willdetect evil (as free action), light
3/daycure light wounds
1/daycure moderate wounds, greater teleport (within its forest territory), neutralize poison (DC 21)

STATISTICS

Str 18, Dex 17, Con 16, Int 11, Wis 21, Cha 24
Base 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 Stealth
Languages Common, Sylvan
SQ magical strike, wild empathy +17

SPECIAL ABILITIES

Magic 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.

ECOLOGY

Environment temperate forests
Organization solitary, mated pair, or blessing (3–6)
Treasure none

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.

Variant: Unicorn, Shadhavar (CR 3)

[Source]

This vicious carnivore is a thin, gazelle-like creature, as tall as a horse with a single fluted, hollow horn; it has dark patches around its eyes, which make it appear as if it is weeping. A shadhavar moves with exceptional poise, though its eyes seem to convey a deep sorrow.

Alignment CE; this replaces a unicorn’s CG alignment.

Aura magic circle against good; this replaces a unicorn’s magic circle against evil.

Horn Song (Su)

The shadhavar can choose to cause wind to pass through its fluted horn causing it to emanate a magical melody that attracts living creatures within 100 ft. and compel them to come toward it unless they succeed at a Will saving throw (DC 21). Affected creatures feel elated and pleased to be near the shadhavar and desire to touch it. The compulsion to stay in the area or touch the shadhavar is overpowering, and victims will fight to follow their urges. Those affected will neither harm the shadhavar nor defend themselves against its attacks. If an unaffected creature spends a full round shaking an affected one, the victim can attempt another saving throw. This can only be attempted once. A successful second save releases the creature from the compulsion, but it can be subject to the effect again as soon as 1d6 minutes later, even if it is no longer within the shadhavar’s range (unless the subject knows for certain the shadhavar is dead). In such a case, the creature must make a third save. If this save fails, the affected creature attempts to return to the shadhavar. The compulsion lasts up to an hour. The save DC is Charisma-based.

This replaces all of a unicorn’s wild empathy and spell-like abilities.

Magical Strike (Ex)

A unicorn’s gore attack is treated as a magic evil weapon for the purposes of damage reduction.

This replaces a unicorn’s normal magic strike ability.

Racial Modifiers +3 Survival in plains; this replaces the unicorn’s +3 Survival in forests.

Environment temperate or warm plains; this replaces a unicorn’s temperate forests.

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