War Unicorn (3.5e Creature)

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War Unicorn
Size/Type: Large Magical Beast
Hit Dice: 4d10+20 (42 hp)
Initiative: +4
Speed: 60 ft. (12 squares)
Armor Class: {{{ac}}}, touch {{{touch}}}, flat-footed {{{flat}}}
Base Attack/Grapple: +4/+14
Attack: Horn +11 melee (1d8+8) or Hoof +6 melee (1d6+4)
Full Attack: Horn +11 melee (1d8+8) 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 80 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy
Saves: Fort +10, Ref +8, Will +7
Abilities: Str 22, Dex 18, Con 22, Int 12, Wis 21, Cha 26
Skills: Jump +21, Listen +11, Move Silently +10, Spot +11, Survival +9*
Feats: Alertness, Skill Focus (Survival) Endurance, Run
Environment: Temperate forests
Organization: Solitary, pair, or grace (3-6)
Challenge Rating: 3
Treasure: None
Alignment: Any
Advancement: 5–8 HD (Large)
Level Adjustment: +4 (cohort)
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More information...

A war unicorn has deep dark blue, violet, or fiery gold eyes. Males sport a white beard.

A typical adult war unicorn grows to 9 feet in length, stands 6 feet high at the shoulder, and weighs 1,300 pounds. Females are slightly smaller and slimmer than males.

War Unicorns speak Sylvan and Common.

Carrying Capacity: A light load for a heavy warhorse is up to 500 pounds; a medium load, 501–800 pounds; and a heavy load, 801–1000 pounds. A heavy warhorse can drag 5,500 pounds.

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Combat[edit]

War Unicorns normally attack only when defending themselves or their rider. 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 war unicorn cannot suppress this ability.

Spell-Like Abilities: War Unicorns can use detect evil at will as a free action.

Once per day a war unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.

A war 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 war unicorn has a +6 racial bonus on the check.

Skills: Unicorns have a +4 racial bonus on Move Silently checks. *War Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.

A war Unicorns can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.



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