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|Size/Type:||Large Magical Beast|
|Hit Dice:||4d10+20 (42 hp)|
|AC:||18 (-1 size, +3 Dex, +6 natural)|
|Attacks:||Horn +11 melee, 2 hooves +3 melee|
|Damage:||Horn 1d8+8, hoof 1d4+2|
|Face/Reach:||5 ft. by 10 ft./5 ft. (10 ft. with horn)|
|Special Qualities:||Magic circle against evil, spell-like abilities, immunities|
|Saves:||Fort +9, Ref +7, Will +6|
|Abilities:||Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24|
|Skills:||Animal Empathy +11, Listen +11, Move Silently +9, Spot +11, Wilderness Lore +9*|
|Organization:||Solitary, pair, or grace (3-6)|
|Alignment:||Always chaotic good|
|Advancement:||5-8 HD (Large)|
Evil and unscrupulous beings sometimes hunt a unicorn for its horn, which can fetch up to 2, 000 gp, for use in various healing potions and devices.
Unicorns speak Sylvan and Common.
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 effects of the spell. The unicorn cannot suppress this ability.
Spell-Like Abilities: Unicorns can detect evil at will as a free action. Once per day a unicorn can use teleport without error 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, as cast by a 5th-level druid, by touching a wounded creature with its horn. Once per day it can use neutralize poison, as cast by an 8th-level druid, with a touch of its horn.
Immunities (Ex): Unicorns are immune to all poisons and to charm and hold spells or abilities.
Skills: Unicorns receive a +3 competence bonus to Wilderness Lore checks within the boundaries of their forest.
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