Bestiary‎ > ‎(Bestiary) By Type‎ > ‎Magical Beasts‎ > ‎

Unicorn

This magnificent beast looks like a white horse, but with a goat's beard and a single long ivory horn on its brow.
Unicorn
CR 3
XP 800
CG Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Aura magic circle against evil
DEFENSE
AC 15, touch 12, flat-footed 12; (+3 Dex, +3 natural, –1 size; +2 deflection vs. evil)
hp 34 (4d10+12)
Fort +7, Ref +7, Will +6; +2 resistance vs. evil
Immune charm, compulsion, poison
OFFENSE
Speed 60 ft.
Melee gore +8 (1d8+4), 2 hooves +5 (1d3+2)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d8+8)
Spell-Like Abilities (CL 9th)
At will—detect evil (as free action), light
3/day—cure light wounds
1/day—cure moderate wounds, greater teleport (within its forest territory), neutralize poison (DC 21)
STATISTICS
Str 18, Dex 17, Con 16, Int 11, Wis 21, Cha 24
Base Atk +4; CMB +9; CMD 22 (26 vs. trip)
Feats Multiattack, Weapon Focus (horn)
Skills Acrobatics +8, Perception +10, Stealth +8, Survival +7 (+10 in forests); Racial Modifiers +3 Survival in forests, +4 Stealth
Languages Common, Sylvan
SQ magical strike, wild empathy +17
SPECIAL ABILITIES

Magic Circle against Evil (Su)

This ability continually duplicates the effect of the spell. The unicorn cannot suppress this ability.

Magical Strike (Ex)

A unicorn's gore attack is treated as a magic good weapon for the purposes of damage reduction.

Wild Empathy (Su)

This works like the druid's wild empathy class feature, except the unicorn has a +6 racial bonus on the check. Unicorns with druid levels add this racial modifier to their wild empathy checks.