Unicorn

Large Magical Beast — CR 3

Monster Manual v.3.5 (MM), p. 249Updated 3.5

Unicorn is a D&D 3.5 monster from MM, p. 249. CR 3, HD 4d10+20 (42 hp).

Hit Dice
4d10+20 (42 hp)
Initiative
+3
Speed
Land 60 ft
Armor Class
18, touch 12, flat-footed 15
Base Attack / Grapple
+4/+13
Attack
Horn +11 melee (1d8+8)
Full Attack
Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2)
STR
20
DEX
17
CON
21
INT
10
WIS
21
CHA
24
Fort / Ref / Will
+9 / +7 / +6
Challenge Rating
3
Alignment
Always Chaotic-Good
Organization
Solitary, pair, or grace (3–6)
Treasure
None
Environment
Forests
Level Adjustment
+4
Caster Level
5

Special Abilities

DarkvisionImmunity to PoisonImmunity to CharmImmunity to CompulsionLow-Light VisionMagic Circle Against EvilScentWild Empathy

Feats

This powerful, equine creature has a gleaming white coat and big, lively eyes. Long, silky white hair hangs down in a mane and forelock. A single ivory-colored horn, about 2 feet long, grows from the center of the forehead. The hooves are cloven.

Description

These fierce, noble beasts shun contact with all but sylvan creatures (dryads, pixies, and the like), showing themselves only to defend their woodland homes.

A unicorn has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard.

Unicorns mate for life, making their homes in open dells or glades in the forests they protect. Good and neutral travelers may pass freely through and even hunt for food in a unicorn’s forest, but evil creatures do so at great risk. Likewise, a unicorn will attack any being it discovers killing for sport in its territory or damaging the forest maliciously.

Lone unicorns occasionally allow themselves to be tamed and ridden by good human or even maidens of pure heart. Such a unicorn, if treated kindly, is the maiden’s loyal seed and protector for life, even accompanying her beyond its forest.

A unicorn’s horn is renowned for its healing properties. Evil and unscrupulous beings sometimes hunt a unicorn for its horn, which can fetch up to 2,000 gp, for use in various healing potions and devices. Most good creatures refuse to traffic in such things.

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 magic circle against evil 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.