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rferries
2017-06-14, 03:43 PM
This is an improved unicorn, reflecting the power and flavour of the unicorns depicted in works such as The Last Unicorn, Legend, or the Forestmaster from Dragonlance. Loads of immunities and almost guaranteed to shrug off any effect requiring a save, I envisioned them as being able to drive off a chromatic dragon. Against PCs its hard to kill but has limited offensive abilities, so should be more of a helpful NPC or a hunting/capturing challenge for evil parties.

Unicorn
Large Outsider (Native)
Hit Dice 12d8+60 (114 HP)
Speed 90 ft. (18 squares)
Initiative: +9
Armor Class: 25 (-1 size, +5 Dex, +5 deflection, +6 natural); touch 19; flat-footed 20
Base Attack/Grapple: +12/+21
Attack: Horn +19 melee (1d8+8/19-20/x3, +2d6 vs evil)
Full-Attack: Horn +19 melee (1d8+8/19-20/x3, +2d6 vs evil) and 2 hooves melee +11 (1d4+2)
Space 10 ft.; Reach: 10 ft.
Special Attacks: Counter evil magic, enchanting beauty, powerful charge, spell-like abilities
Special Qualities: Darkvision 60 ft., damage reduction 15/cold iron and evil, elusive, forest guardian, lay on horn, purity, scent, SR 27, superior low-light vision, superior wild empathy, unearthly grace
Saves Fort +13 Ref +13 Will +13
Abilities Str 20, Dex 21, Con 20, Int 11, Wis 21, Cha 20
Skills Hide+24*, Jump+29, Knowledge (nature)+17, Listen+28, Move Silently+28, Sense Motive+28, Spot+28, Survival+20 (+22 aboveground natural environments), Swim+20
Feats Improved Critical (horn), Improved Initiative, Ride-By Attack, Run, Spirited Charge
Environment Any natural
Organization Solitary, pair, or grace (3-5)
Challenge Rating 12
Treasure None
Alignment Always chaotic good
Advancement 13-20 HD (Large)
Level Adjustment +8 (animal companion, cohort, or paladin mount)

As enchanting as the fey and as glorious as a phoenix, unicorns are legendary for their benevolence and healing powers. A unicorn combines the musculature of a charger with the grace of a deer, as well as the beard and cloven hooves of a goat, a lion’s tail, a shining white coat and silken mane, and a single spiralling ivory horn. Unicorns embody life, the moon, purity, and untamed nature.

Unicorns are most often found in vast and wild temperate forests, but can be found in almost any natural environment. They prefer to roam wild and free but occasionally accompany worthy heroes as mounts and companions. Evil creatures hunt them for sport and to obtain their magical horns, and desperate creatures seek them out for their curative powers.

A typical adult unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Unicorns do not suffer aging penalties and live forever unless killed.

Unicorns speak Celestial, Common, Draconic, and Sylvan, and often learn the languages of any races neighbouring their forest domains.

Combat
Unicorns are elusive creatures by nature and are extremely difficult to capture or kill. They keep watch on creatures that enter their forests but avoid revealing themselves unless necessary, attacking only as a last resort to defend themselves or their realms. They favour wearing down foes with repeated swift charges, taking advantage of their incredible speed to strike and continue charging beyond reach.

A unicorn's horn is a magic weapon with the holy property and a +1 enhancement bonus for every 4 HD the unicorn possesses (+3 for the sample unicorn). Much like a lance it has a critical multiplier of x3, provides reach, and deals triple damage on a charge (in combination with the Spirited Charge feat). It has hardness equal to 20 + the unicorn’s HD and hit points equal to one-quarter the unicorn’s normal maximum hit points. It overcomes damage reduction and regeneration of any type and ignores hardness less than its own. Sundering a unicorn’s horn results in the immediate death of the unicorn.

A unicorn’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.

Counter Evil Magic (Su)
As an immediate action a unicorn may use their greater dispel magic spell-like ability to counter or dispel [Evil] spells or spells cast by evil creatures. This ability may also be used to counter and dispel the spell-like abilities and even supernatural abilities of evil creatures as though they were spells (effective caster level = evil creature's HD). Once a unicorn uses this power, it must wait 1d4 rounds before using it again.

Elusive (Ex)
If a unicorn successfully saves against an effect with a partial effect on a successful save, it instead suffers no effects from the attack. If it fails the save, it instead suffer the partial effect. A unicorn does not treat a natural roll of 1 on a d20 as an automatic failure.

Enchanting Beauty (Ex)
A unicorn entrances creatures with its mere presence. Creatures within 30 feet must make a DC 21 Will save or be fascinated (http://www.d20srd.org/srd/conditionSummary.htm#fascinated) by the unicorn. A unicorn cannot suppress this ability, but may break the effect by speaking to an affected creature. This is a mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same unicorn’s beauty for 24 hours. The save DC is Charisma-based.

Forest Guardian (Su)
A unicorn’s forest realm is in a state of perpetual springtime unmarred by the ravages of time or natural and supernatural disasters. Detect magic and similar effects reveal that the forest radiates strong abjuration magic throughout. The forest's flora and fauna are always healthy and in prime condition; furthermore creatures of the animal type in the forest gain a +10 competence bonus on Hide and Move Silently checks made to elude humanoids. Magical attempts specifically made to manipulate or harm the forest environs and its inhabitants (such as through the blight or control weather spells) require a caster level check (DC 11 + unicorn’s HD) to succeed and draw the unicorn’s attention to the instigator as if the unicorn had cast locate creature. Mundane disasters such as earthquakes, flash floods, or forest fires are automatically prevented. This ability functions for any forest regardless of size, so long as the unicorn has resided there for at least 1 year without leaving. A DC 25 Knowledge (nature) or Survival check identifies such a forest as a unicorn’s domain.

Lay on Horn (Su)
As a full-round action a unicorn may bless another creature with its horn, granting the benefits of the break enchantment, greater restoration, heal, regeneration, and resurrection spells. A unicorn using this ability on an unwilling creature must make a successful melee touch attack. A unicorn may not use this ability on itself and may not use this ability to harm another creature (for example an undead creature that would be damaged by heal). Caster level 12th for each of these effects.

Purity (Ex)
Unicorns are immune to all diseases, curses, poisons, charm and compulsion effects, fear effects, ability damage, ability drain, negative energy and death effects, energy drain, magical aging, and magical attempts to alter their alignment. Additionally, a unicorn benefits from a permanent freedom of movement effect.

Superior Low-Light Vision (Ex)
A unicorn can see five times as far as a human can in dim light.

Superior 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, may influence plant creatures and vermin, and makes checks automatically once each round as free actions against all applicable creatures with line of sight to the unicorn.

Unearthly Grace (Su)
A unicorn adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class. (The statistics block already reflects these bonuses).

Spell-like Abilities
At will-greater dispel magic (if used to perform a targeted dispel the unicorn must touch the target with its horn, requiring a touch attack for unwilling targets), purify food and drink (touch range only, DC 15). Caster level 12th. The save DC is Charisma-based.

The following abilities are always active on a unicorn’s person, as the spells (caster level 12th)
detect evil, detect good, detect magic, discern lies (DC 21), good hope (affects all allied creatures that come within 30 ft of the unicorn but not the unicorn itself), pass without trace, speak with animals, and speak with plants. They can be dispelled, but the unicorn can reactivate them as a free action.

Feats
Due to its quadrupedal morphology a unicorn qualifies for the Ride-By Attack and Spirited Charge feats without meeting their normal prerequisites.

Skills
A unicorn has a +8 racial bonus on Hide, Listen, Move Silently, Sense Motive, and Spot checks. *Due to their gleaming white coats a unicorn’s racial bonus to Hide checks increases to +20 in snowy areas.

Unicorn Horn
Each unicorn’s horn is effectively a minor artifact that provides it’s bearer with tremendous power over the forces of life and death. The possessor of such a horn ignores material and XP components of spells with the [Healing], [Death], [Good], [Evil], [Light], and [Darkness] descriptors and gains a +5 caster level bonus when casting such spells. Additionally, the horn may be used to cast neutralize poison and purify food and drink on touched objects and creatures at will.

Variant Unicorns
Epic Unicorns
Some unicorns of exceptional age and wisdom gain the spellcasting abilities of druids or favoured souls of their HD.

Undead Unicorns
Living unicorns are incorruptible, but dead ones may be brought back as terribly evil undead creatures. These monsters resist all attempts at control by their creators and inhabit vast cursed forests, where all living things die and skeletons and incorporeal undead flit amongst the withered trees.

New Feats

Feast of the Unicorn
You have tasted unicorn flesh, and thereby gained unnatural vitality.

Prerequisites
Must have knowingly and willingly consumed the flesh of a unicorn, evil alignment.

Benefits
You ignore aging penalties to your physical ability scores. Your maximum age is doubled.

Special
If you become a templated undead creature, your level adjustment (if any) is reduced by 1. Otherwise, when you die you automatically come back as a ghoul or wight.

One Who Has Seen Unicorns
You once saw a unicorn, and the memory of that event brings you comfort even in your darkest moments.

Prerequisites
Must have made peaceful contact with a unicorn, nonevil alignment.

Benefits
You are immune to magical and nonmagical fear and other negative morale effects.