Unicorn | CR 3 |
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Always CG Large Magical Beast Init +3; Senses darkvision 60 ft., low-light vision, scent; Listen +11, Spot +11 Aura magic circle against evil Languages Common, Sylvan; wild empathy |
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AC 18, touch 12, flat-footed 15 hp 42 (4 HD) Immune poison, charm, compulsion Fort +9, Ref +7, Will +6 |
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Speed 60 ft., Melee Horn +11 (1d8+8) and 2 hooves +3 (1d4+2) Space 10 ft.; Reach 5 ft. Base Atk +4; Grp +13 |
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Abilities Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24 Feats Alertness, Skill Focus (Survival) Skills Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8* Advancement 5-8 HD (Large) Level adjustment +4 (cohort) |
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Detect Evil (Sp) Unicorns can use detect evil at will as a free action.
Magic Circle against Evil (Su) This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.
Healing (Sp) 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.
Teleport (Sp) 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.
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. |