Unicorn
The unicorn is a fierce beast that can only be captured by a maiden.
This magnificent beast looks like a white horse, but with a goat’s beard and a single long ivory horn on its brow.
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.
UNICORN – 5e stats
UNICORN – 5e stats – ANGRY GOLEM GAMES (angrygolem-games.com)
Large celestial, lawful good
Armor Class 12
Hit Points 67 (9d10+18)
Speed 50 ft.
Proficiency Bonus +3
Proficiency Bonus +4 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 17 (+3) | 16 (+3) |
Skills (suggested) Perception +6, Stealth +5
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., passive Perception 13
Languages Celestial, Elvish, Sylvan, Telepathy 60 ft.
Challenge 5 (1,800 XP)
Charge. If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Impaling Charge (suggested). If the unicorn moves at least 30 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 23 (3d12 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Danger Sense (suggested). Unicorns can sense the presence of evil creatures in a range of 720 feet.
Innate Spellcasting. The unicorn’s innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:
- At will: detect evil and good, druidcraft, pass without trace
- 1/day each: calm emotions, dispel evil and good, entangle
Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons. The unicorn’s weapon attacks are magical.
ACTIONS
- Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.
- Multiattack (suggested). The unicorn makes three attacks: two with its hooves and one with its horn.
- Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage.
- Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage.
- Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
- Teleport (1/Day). The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.
LEGENDARY ACTIONS
Unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Unicorn regains spent legendary actions at the start of their turn.
- Hooves. The unicorn makes one attack with its hooves.
- Shimmering Shield (Costs 2 Actions). The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn’s next turn.
- Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.
DESCRIPTION
Unicorns dwell only in temperate woodlands, away from human habitation. These fierce but good creatures shun contact with all but sylvan creatures (dryads, pixies, sprites, and the like); however, they will show themselves to defend their woodland home.
Powerful steeds with gleaming coats of pure white hair, unicorn eyes are usually deep sea blue or fiery pink. Long, silky white strands of hair hang down from the mane and forelock. A single ivory-colored horn, 2 to 3 feet in length, grows from the center of each unicorn’s forehead. Males are distinguished by the white beard beneath the chin; females by their more elegant and slimmer musculature. The hooves of a unicorn are cloven and yellow-ivory in color. Unicorns speak their own language as well as those of other sylvan creatures and elves.
HABITAT / SOCIETY
Unicorns mate for life and make their home in an open dell of the forest they have chosen to protect. There, in the boles of the trees, unicorns etch a glyph, recognizable to sylvan creatures, indicating that the forest is under unicorn protection. Rangers have a chance of determining correctly whether a forest is guarded by unicorns. Once a woodland has a unicorn protector, no other unicorn will enter that forest unless the forest is very large. Each family of unicorns stakes out a territory approximately 400 square miles (20 miles by 20 miles).
Travelers may pass through a unicorn’s forest freely and even hunt there, but anyone killing for sport or damaging the forest maliciously will be attacked if the unicorn is nearby. The ferocity of this attack is determined by the evil of the trespasser. Truant youths throwing stones at animals, for example, would be driven off with just a few bruises as a reminder, while pillaging orcs would be hunted down and slain.
Lone unicorns occasionally allow themselves to be tamed and ridden by a human or elf maiden of pure heart and good alignment. A unicorn that submits once and is treated kindly will act as the maiden’s steed for life, even carrying her beyond the realm of his forest if she so desires. Unicorns make exceptionally loyal mounts and will protect their riders even unto death.
ECOLOGY
Unicorns are herbivores, living on tender leaves and grasses. Their only enemies are griffons and those creatures who destroy forests, in particular red dragons and orcs.
The life span of unicorns has never been recorded but is known to surpass 1,000 years. They are believed to maintain their youth until death is only weeks away. The secret to this longevity is the strong magical nature of the horn. Unicorn horns are highly sought after, since possession of one is a sovereign remedy against all poisons. Alternately, a single horn can be used, by an alchemist, to manufacture 2d6 potions of healing. Unicorn horns sell for 1,500 gold pieces or more on the open market.
Unicorn is employed as material component to empower the following spells:
- Bless
- Guiding Bolt
- Shield of Faith
Unicorn CR 3 |
XP 800 CG Large magical beastInit +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 Dexterity, +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 will – detect evil (as free action), light 3/day- cure light wounds 1/day-cure moderate wounds, greater teleport (within its forest territory), Neutralize poison (DC 21) |
Statistics |
Strength 18, Dexterity 17, Constitution 16, Intelligence 11, Wisdom 21, Charisma 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 |
Unicorn | |
Large magical beast | |
Hit Dice | 4d10+20 (42 hp) |
Initiative | +3 |
Speed | 60 ft. (12 squares) |
Armor Class | 18 (-1 size, +3 Dexterity, +6 natural), touch 12, flat-footed 15 |
Base Attack/Grapple | +4/+13 |
Attack | Horn +11 melee (1d8+8) |
Full Attack | Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2) |
Space/Reach | 10 ft./5 ft. |
Special Attacks | – |
Special Qualities | Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, Low-Light Vision, Scent, wild empathy |
Saves | Fort +9, Ref +7, Will +6 |
Abilities | Strength 20, Dexterity 17, Constitution 21, Intelligence 10, Wisdom 21, Charisma 24 |
Skills | Jump +21, Listen +11, Move Silently+9, Spot +11, Survival +8* |
Feats | Alertness, Skill Focus (Survival) |
Environment | Temperate forests |
Organization | Solitary, pair, or grace (3-6) |
Challenge Rating | 3 |
Treasure | None |
Alignment | Always chaotic good |
Advancement | 5-8 HD (Large) |
Level Adjustment | +4 (cohort) |
Combat
Unicorns normally attack only when defending themselves or their forests. 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 effect of the spell. A unicorn cannot suppress this ability.
Spell-Like Abilities: Unicorns can use detect evil at will as a free action.
Once per day a unicorn can use greater teleport 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 (caster level 5th) by touching a wounded creature with its horn. Once per day it can use Neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a unicorn has a +6 racial bonus on the
check.
Skills: Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.