Chaotic Good Large Fey (mammal)
FREQUENCY: Rare
NO. APPEARING: 2-5
SURPRISE: 0% — Others +50%
SENSES infravision, sense enemies (24")
ARMOR CLASS: 2
MOVE: 24"
HIT DICE: 4 + 4 (hp 22)
% IN LAIR: 5%
TREASURE TYPE: X
THAC0: 15
MELEE: 2 hooves (1d6 each) and gore (1d12)
SPECIAL ATTACKS: charge, magical horn - Hits As: +1
SPECIAL DEFENSES: good saves, immune to charm-death magic-hold-poison
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +24%
SAVES: Poison 11, Petrify 9, Wand 7, Breath 11, Spell 8
LANGUAGES: Unicorn
LEVEL: V (XP 400 + 5 per hp)
Unicorns dwell only in temperate woodlands, away from human habitation.
They move very silently and surprise opponents on a 1-5.
A unicorn always senses the approach of an enemy at 24" distance.
When a unicorn charges into combat it does not strike with its two front hooves, but its horn strikes for double damage (2-24).
Because the unicorn is magical, its horn gains a bonus of +2 on "to hit" dice, and possession of a unicorn horn is a sovereign remedy against all forms of poison, gas included.
Once per day unicorns are able to use a teleportation spell of limited distance - a dimension door — to appear up to 36" away from their former position. They may so teleport with a rider on their back.
Unicorns make all saving throws as if they were magic-users of the 11th level.
They cannot be charmed or held by magic. Death spells do not affect them.
Naturally, the unicorn is not subject to poison.
They speak their own language.
These fierce but good creatures shun contact with all creatures except sprites, dryads and the like. Elven and human maids of pure heart and Good alignment may sometimes (25%) tame unicorns for use as steeds, and such are faithful, obedient mounts. Unicorns lair in open dells, their warded treasure kept in a nearby hollow tree, rocky niche, etc.