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 24Base 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. | 3rd Party Publisher Options (NwP)
When captured by a monster trainer, unicorns grant the trainer access to new spells. ![]() |