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 CR 3|
CG Large magical beastInit +3;
Senses Darkvision 60 ft., Low-Light Vision, Scent; Perception +10 Aura magic circle against evil
|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
|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)
|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
|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.
|Environment temperate forests|
Organization solitary, mated pair, or blessing (3-6)
With beasts of other species that approach, it is gentle, but fights with those of its own kind, and not only do the males fight naturally among themselves, but they contend even against the females and push the contest to the death. As large as horses, or larger. A typical adult unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds.
Females are slightly smaller and slimmer than males. Their bodies are white and their eyes dark blue. They have a horn on the forehead, which is about a foot and a half in length. The base of the horn is pure white, the upper part is sharp and of gold; and the remainder, or middle portion, is black. Males sport a white beard.
|Large magical beast|
|Hit Dice||4d10+20 (42 hp)|
|Speed||60 ft. (12 squares)|
|Armor Class||18 (-1 size, +3 Dexterity, +6 natural), touch 12, flat-footed 15|
|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 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)|
|Organization||Solitary, pair, or grace (3-6)|
|Alignment||Always chaotic good|
|Advancement||5-8 HD (Large)|
|Level Adjustment||+4 (cohort)|
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