Evil and unscrupulous beings sometimes hunt a unicorn for its
horn, which can fetch up to 2,000 gp, for use in various healing
potions and devices.
Unicorns speak Sylvan and Common.
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 effects of the spell. The unicorn cannot suppress
Spell-Like Abilities: Unicorns can detect evil at will as a
free action. Once per day a unicorn can use teleport without
error 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, as cast by a 5th-level druid, by touching a wounded
creature with its horn. Once per day it can use neutralize
poison, as cast by an 8th-level druid, with a touch of its horn.
Immunities (Ex): Unicorns are immune to all poisons and to
charm and hold spells or abilities.
Skills: *Unicorns receive a +3 competence bonus to Wilderness
Lore checks within the boundaries of their forest.