Monocerus
The monocerus has a stag’s head, a horse’s body, an elephant’s feet, a boar’s tail, and a single, black horn.
Originally Posted by Shade of the En World forums.
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This creature has a horse like body, the feet of an elephant, and the tail of a stag. A straight and spiralled horn, nearly four feet long, protrudes from the middle of its head.
A monoceros is a distant relative of the unicorn. Although herbivorous, a monoceros can be a fierce opponent. They dislike elephants and often attack them even when unprovoked. If captured, a monoceros never breaks, attacking all who approach it and refusing to eat, eventually dying of starvation.
A typical adult monoceros grows 7 to 12 feet in length and stands between 4 and 6 feet high at the shoulder. Most weigh about 2,000 pounds, but they can weigh up to 6,000 pounds. Females are slightly smaller and slimmer than males.
Monoceri speak Sylvan and Common.
Monoceros | |
Large magical beast | |
Hit Dice | 6d10+30 (63 hp) |
Initiative | +2 |
Speed | 50 ft. (10 squares) |
Armor Class | 18 (-1 size, +2 Dexterity, +7 natural), touch 11, flat-footed 16 |
Base Attack/Grapple | +6/+16 |
Attack | Horn +14 melee (1d10+9) |
Full Attack | Horn +14 melee (1d10+9) and 2 hooves +6 melee (1d8+3) |
Space/Reach | 10 ft./5 ft. |
Special Attacks | Frighten beasts, powerful charge, trample 2d8+9 |
Special Qualities | Darkvision 60 ft., escalating gallop, spell-like abilities, immunity to poison, charm, and compulsion, Low-Light Vision, Scent |
Saves | Fort +10, Ref +7, Will +3 |
Abilities | Strength 23, Dexterity 14, Constitution 21, Intelligence 6, Wisdom 13, Charisma 10 |
Skills | Jump +14, Listen +6, Sense Motive +4, Spot +6 |
Feats | Alertness, Improved Bull Rush, Power Attack |
Environment | Temperate and warm plains |
Organization | Solitary, pair, or family (3-6) |
Challenge Rating | 5 |
Treasure | None |
Alignment | Always chaotic neutral |
Advancement | 7-12 HD (Large); 13-18 HD (Huge) |
Level Adjustment | – |
COMBAT
Monoceri would rather flee threats using their extraordinary galloping ability, normally attacking only to defend themselves or their family. They either charge, impaling foes with their horns like lances, or strike with their hooves. A monoceros will fight to the death rather than let itself or a family member be captured. The horn is a +3 magic weapon, though its power fades if removed from the monoceros.
Escalating Gallop (Ex): A monoceros can travel at incredible speed by taking consecutive Run actions – it can move 300 feet in the first round, 400 feet in the second round and 500 feet on the third and subsequent rounds it takes a Run action. The monoceros must gallop in a straight line.
Frighten Beasts (Ex): A monoceros can unleash a horrifying howl as a free action. Any animal within 120 feet that has 4 HD or fewer Hit Dice must make a DC 13 Will save or become frightened for 2d6 rounds. This is a sonic, fear-based mind-affecting effect. The save DC is Charisma-based.
Powerful Charge (Ex): A monoceros deals 2d10+15 points of damage when it makes a charge.
Spell-Like Abilities (Ex): A monoceros can use Detect Poison at will as a free action.
Three times per day, a monoceros can use remove disease (DC 13) and Neutralize poison (DC 14) with a touch of its horn.
Caster level 12th. The save DC is Charisma-based.
Trample (Ex): DC 19 Reflex for half damage. The save DC is Strength-based.
Originally appeared in Dragon Magazine #199 (1993).