Unicorn (Spheres)

Unicorn (spheres) CR 4

XP 1,200
CG Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +12
Aura fateful conduit (30-ft.)


AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, -1 size) (+2 sacred vs. opposed alignments)
hp 40 (5d10+15)
Fort +7, Ref +7, Will +5; +2 sacred vs. opposed alignments
Immune charm, compulsion, poison; Spell Resistance: 16


Speed 60 ft.
Melee gore +7 (2d6+4), 2 hooves +2 (1d8+2)
Space 10 ft.; Reach 5 ft.
Special Attacks fateful conduit (+2 sacred bonus on attack rolls vs. opposed alignments), fateful strike
Sphere-Like Abilities (CL 4; MSB +4; MSD +15; concentration +10; CAM Cha)

3/day: Life Sphere – Talents (cure) Restore Body


Str 18, Dex 17, Con 16, Int 15, Wis 19, Cha 23
Base Atk +5; CMB +10; CMD +23 (+27 vs. trip)
Feats: Improved Natural Attack (gore), Iron Will, Run
Skills Acrobatics +11, Knowledge (nature) +7, Perception +12, Survival +9
Languages Common, Sylvan
SQ favored terrain (native terrain +4), fateful conduit, wild empathy

Special Abilities

Fateful Conduit (Su)

A unicorn is strongly aligned to an extreme planar axis (lawful good, lawful evil, chaotic good, chaotic evil). The unicorn’s alignment matches this planar axis.

In addition, the unicorn possesses a 30-foot aura that protects itself and its allies against the opposite alignments possessed by the unicorn. This aura functions as a constant supernatural effect, granting the effects of the Fate sphere Hallow (word) to the unicorn and the unicorn’s allies within 30 feet. Unlike a normal Hallow (word) sphere effect, this Hallow (word) grants its bonuses against both of the unicorn’s opposed alignments, not just a single alignment, and the bonuses are increased by +1.

When determining the aura’s benefits, the aura has an effective caster level equal to the unicorn’s Hit Dice (effectively 2 + 1 per 10 Hit Dice). These bonuses are not cumulative against creatures which possess both opposite alignments.

Fateful Strike (Su)

The unicorn’s natural attacks are treated as magic and aligned weapons (with alignments matching the unicorn’s) for the purposes of damage reduction.

Sphere-Like Abilities (Sp)

A unicorn possesses sphere-like abilities, as indicated in its stat block. The unicorn’s caster level for these sphere-like abilities is equal to its CR.

Wild Empathy (Su)

The unicorn can calm and befriend other animals. This functions as the druid’s wild empathy class feature, except the unicorn gains a racial bonus on this check equal to its Charisma modifier (usually +6) instead of a bonus equal to their druid level. A unicorn that later gains wild empathy through class levels or another source adds this racial modifier to those wild empathy checks.


Environment temperate forests or plains
Organization solitary, pair, or blessed herd (3-8)
Treasure none

This magnificent horse features a singular horn on its head which gleams with a shine of divinity.

Unicorns are beings of magical, aligned energy taking the form of a horse with a singular horn. No matter which corner of morality a unicorn represents, they are rarely malicious creatures and take up roles as zealous guardians of the wilds, revered by many as a symbol of purity. Unicorns frequently possess potent curative magics capable of restoring bodies and cleansing poisons.

That magic is channeled through the unicorn’s horn. As such, unicorn horn is frequently prized as a magical focus or as a curative compound.

Unicorns are usually wary of creatures that hold an opposite alignment to their own and are naturally predisposed to allying with fey, maidens, and woodland creatures. Unicorns will rarely fight alongside others, but are known to do so against common enemies which threaten the realms they take as their wards.

Very rarely, unicorns can be convinced to leave their domain, often convinced by those with pure intentions and purer hearts. While many hear this and assume unicorns only ally themselves with those who mean to do good, evil unicorns frequently value an individual’s ambitions unshackled from the pretense of goodness as positive and pure “hearts”.

Unicorn Alignments: The sample unicorn presented here is aligned as chaotic good, the most common alignment possessed by unicorns. A unicorn with another alignment would gain bonuses and bypass damage reduction appropriate to its alignment.


Unicorns exist in a multitude of climates and landscapes, able to adapt even to great heights and the vast oceans.

Anemoi Pegasus (CR +0)

The anemoi pegasus is the skyward cousin of the unicorn, taking up homes in lofty, mist-cloaked mountains and rocky bluff s as their domain and wards, protecting the vulnerable wildlife from encroachment. Their wings are said to be made from the clouds themselves, carrying them through the sky with grace.

An anemoi pegasus is a variant unicorn whose base movement speed is altered and exchanges the Run feat for the following:

Speed 60 ft., fly 60 ft. (good)

Feats: Hover

Skills Fly +10

Special Abilities

Fair Skies (Ex)

An anemoi pegasus treats all weather conditions (such as those from the Weather sphere) as though they were 2 severity lower. In addition, the anemoi pegasus gains one free rank in Fly for each Hit Dice it possesses.


Environment any skies.

Section 15: Copyright Notice

Spheres Bestiary: Magical Beasts and Climactic Encounters, © 2021, Drop Dead Studios; Author: Steven Alpert.

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