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Unicorn, Twilight

This creature resembles a dark grey horse with a single black horn on its forehead.

Twilight Unicorn CR 7

XP 3200
CN Large magical beast
Init +7 Senses darkvision 60 ft., low-light vision, scent; Perception +12

AC 19, touch 16, flat-footed 16 (+4 deflection, +3 Dex, +3 natural, -1 size)
hp 59 (7d10+21)
Fort +8; Ref +8; Will +4
DR 10/cold iron or good; Immune charm, cold, compulsion, poison

Speed 60 ft.
Melee gore +10 (1d8+4 plus 1d6 cold), 2 hooves +7 (1d3+2 plus 1d6 cold)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d8+8 plus 2d6 cold)
Spell-Like Abilities (CL 10; concentration +14)

At Willdarkness, greater teleport (self only, to and from areas of dim light or darkness only)

Str 18, Dex 17, Con 16, Int 14, Wis 14, Cha 19
Base Atk +7; CMB +12; CMD26 (30 vs. trip)
Feats Blind-Fight, Improved Initiative, Multiattack, Weapon Focus (horn)
Skills Acrobatics +13 (+25 to jump), Perception +12, Stealth +13, Survival +9
Languages Abyssal, Common, Sylvan
SQ magical hide, magical strike, shadowy demise

Environment temperate forests
Organization solitary
Treasure none

Magical Hide (Ex) A twilight unicorn adds its Charisma bonus as a deflection bonus to its Armor Class.

Magical Strike (Ex) A twilight unicorn's gore attack is treated as a magic evil weapon for the purposes of damage reduction.

Shadowy Demise (Su) When a twilight unicorn dies, demonic energies contained within its body are released, creating a shadow demon in the space previously occupied by the twilight unicorn. This demon inherits all of the twilight unicorn’s memories, and acts on the twilight unicorn’s initiative count. The demon cannot use its magic jar and summon spell-like abilities within 24 hours of its creation, but is a full-strength shadow demon in all other respects.