War Unicorn (3.5e Creature)

A war unicorn has deep dark blue, violet, or fiery gold eyes. Males sport a white beard.

War Unicorn
Size/Type: Large Magical Beast
Hit Dice: 4d10+20 (42 hp)
Initiative: +4
Speed: 60 ft. (12 squares)
Armor Class: 14, touch , flat-footed
Base Attack/Grapple: +4/+14
Attack: Horn +11 melee (1d8+8) or Hoof +6 melee (1d6+4)
Full Attack: Horn +11 melee (1d8+8) 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 80 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy
Saves: Fort +10, Ref +8, Will +7
Abilities: Str 22, Dex 18, Con 22, Int 12, Wis 21, Cha 26
Skills: Jump +21, Listen +11, Move Silently +10, Spot +11, Survival +9*
Feats: Alertness, Skill Focus (Survival) Endurance, Run
Environment: Temperate forests
Organization: Solitary, pair, or grace (3-6)
Challenge Rating: 3
Treasure: None
Alignment: Any
Advancement: 5–8 HD (Large)
Level Adjustment: +4 (cohort)
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A typical adult war unicorn grows to 9 feet in length, stands 6 feet high at the shoulder, and weighs 1,300 pounds. Females are slightly smaller and slimmer than males.

War Unicorns speak Sylvan and Common.

Carrying Capacity: A light load for a heavy warhorse is up to 500 pounds; a medium load, 501–800 pounds; and a heavy load, 801–1000 pounds. A heavy warhorse can drag 5,500 pounds.


Combat

War Unicorns normally attack only when defending themselves or their rider. 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 war unicorn cannot suppress this ability.

Spell-Like Abilities: War Unicorns can use detect evil at will as a free action.

Once per day a war unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.

A war 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 war unicorn has a +6 racial bonus on the check.

Skills: Unicorns have a +4 racial bonus on Move Silently checks. *War Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.

A war Unicorns can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.


Back to Main Page 3.5e Homebrew Creatures CR 3

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