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Monsters

id123
NameUnicorn
SizeAndTypeLarge Magical Beast
HitDice4d10+20 (42)
Initiative+3 (Dex)
Speed60 ft.
ArmorClass18 (-1 size, +3 Dex, +6 natural)
AttacksHorn +11 melee, 2 hooves +3 melee
DamageHorn 1d8+8, hoof 1d4+2
FaceAndReach5 ft. by 10 ft./5 ft. (10 ft. with horn)
SpecialAttacks
SpecialQualitiesMagic circle against evil, spell-likeabilities, immunities
Saves_Fort9
Saves_Ref7
Saves_Will6
AbilitiesStr 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24
SkillsAnimal Empathy +11, Listen +11, Move Silently +9, Spot+11, Wilderness Lore +9*
FeatsAlertness
ClimateAndTerrainTemperate forest
OrganizationSolitary, pair, or grace (3-6)
ChallengeRating_Value3
TreasureNone
AlignmentAlways chaotic good
Advancement5-8 HD (Large)
Description

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.

Combat

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 this ability.

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.