UNICORN

Unicorn Celestial Charger, 7th-Level Cleric
Large Magical Beast Large Magical Beast
Hit Dice: 4d10+20 (42 hp) 8d10+7d8+75 (155 hp)
Initiative: +3 +4
Speed: 60 ft. (12 squares) 60 ft. (12 squares)
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15 24 (-1 size, +4 Dex, +6 natural, +5 bracers of armor +5), touch 13, flat-footed 20
Base Attack/Grapple: +4/+13 +13/+24
Attack: Horn +11 melee (1d8+8) Horn +22 melee (1d8+10)
Full Attack: Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2) Horn +22 melee (1d8+10) and 2 hooves +14 melee (1d4+3)
Space/Reach: 10 ft./5 ft. 10 ft./5 ft.
Special Attacks: - Turn undead 13/day, smite evil, spells
Special Qualities: Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy Damage reduction 10/magic, darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, magic circle against evil, resistance to acid 10, cold 10, and electricity 10, scent, spell-like abilities, spell resistance 20, wild empathy
Saves: Fort +9, Ref +7, Will +6 Fort +16, Ref +12, Will +15
Abilities: Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24 Str 24, Dex 18, Con 20, Int 13, Wis 27, Cha 22
Skills: Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8* Concentration +11, Knowledge (nature) +9, Knowledge (religion) +8, Listen +15, Move Silently +12, Spellcraft +5, Spot +15, Survival +15 (+17 aboveground)*
Feats: Alertness, Skill Focus (Survival) Alertness, Combat Casting, Extra Turning, Improved Turning, Run, Skill Focus (Survival)
Environment: Temperate forests A chaotic good plane
Organization: Solitary, pair, or grace (3-6) Solitary
Challenge Rating: 3 13
Treasure: None None
Alignment: Always chaotic good Always chaotic good
Advancement: 5-8 HD (Large) By character class
Level Adjustment: +4 (cohort) +8 (cohort)
A unicorn has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard.
A typical adult unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.
Unicorns speak Sylvan and Common.

COMBAT

Unicorns normally attack only when defending themselves or their forests. 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 effect of the spell. A unicorn cannot suppress this ability.
Spell-Like Abilities: Unicorns can use detect evil at will as a free action.
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.
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.
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.

CELESTIAL CHARGER

The celestial charger described here is an 8 HD celestial unicorn with seven levels of cleric.

COMBAT

The save DC for this celestial charger's neutralize poison ability (DC 20) is adjusted for its greater Hit Dice and altered Charisma score.
A celestial charger's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Smite Evil (Su): Once per day a celestial charger can make a normal melee attack to deal 15 points of extra damage against an evil foe.
Cleric Spells Prepared (6/7/6/5/4; save DC 18 + spell level): 0- detect magic, detect poison (2), light, virtue (2); 1st-bless (2), calm animals*, obscuring mist, remove fear, sanctuary, shield of faith; 2nd-aid* (2), animal messenger, lesser restoration, remove paralysis, shield other; 3rd-prayer, protection from energy, remove curse, searing light (2); 4th-air walk, divine power, holy smite*, restoration.
*Domain spell. Domains: Animal and Good.
Find topic in: Magic, Rules of the Game
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