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Unicorn

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This magnificent beast looks like a white horse, but with a goat's beard and a single long ivory horn on its brow.
Unicorn
CR 3
XP 800
CG Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Aura magic circle against evil
DEFENSE
AC 15, touch 12, flat-footed 12; (+3 Dex, +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
OFFENSE
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)
STATISTICS
Str 18, Dex 17, Con 16, Int 11, Wis 21, Cha 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
SPECIAL ABILITIES

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.
Unicorn art by Raynaldo Perez. Used with permission.
3rd Party Publisher Options (NwP)

When captured by a monster trainer, unicorns grant the trainer access to new spells.