D20:Unicorn Creature
[top]UNICORN
Large (Magical Beast) CR 3 | ||
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HP 42, hd4d10+20 Initiative +3AC 18 (?1 size, +3 Dex, +6 natural),, touch 12, flat-fooded 15 Fort +9, Ref +7, Will +6 Speed 60 ft. (12 squares) Spot , Listen | ||
Standard attacks BAB +4, Grapple +13 | ||
Attacks | ||
Full attack: Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2) | ||
Special Attacks/Qualities | ||
? | ||
Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy | ||
Skills Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8* | ||
Feats Alertness, Skill Focus (Survival) | ||
Str 20 Con 21 Dex 17 Int 10 Wis 21 Cha 24 | ||
Alignment Always chaotic good, Environment Temperate forests, Organisation Solitary, pair, or grace (3?6) |
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.
Unicorns speak Sylvan and Common.
[top]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.
SEE WIKIPEDIA ENTRY: Unicorn
System Reference Document -> List of Creatures (SRD)
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.
SEE WIKIPEDIA ENTRY: Unicorn
System Reference Document -> List of Creatures (SRD)
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Category: Chaotic Alignment | Cohort | CR3 | Creature | D20 | D20 Stat Block | Forest Terrain | Good Alignment | LA4 | Large Size | Magical Beast Type | Mount | SRD | Temperate Climate
Created by Last edited by , 10-23-2011 at 12:01 PM 0 Comments, 9,763 Views |
, 05-20-2007 at 09:22 AM
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