Black Unicorn, Variant (3.5e Monster)
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|Black Unicorn, Variant|
|Size/Type:||Large Magical Beast|
|Hit Dice:||4d10+20 (42 hp)|
|Armor Class:||18 (-1 size, +3 Dex, +6 Natural), touch 12, flat-footed 15|
|Attack:||Horn +11 melee (1d8+8)|
|Full Attack:||Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2) and bite +3 melee (1d8+2)|
|Special Attacks:||spell-like abilities|
|Special Qualities:||Darkvision 60, low-light vision, undetectable alignment, deceptive form, immunity to poison, charm, and compulsion, scent, spell-like abilities|
|Saves:||Fort 9, Ref 7, Will 6|
|Abilities:||Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24|
|Skills:||Hide +8*, Jump +20, Listen +11, Move Silently +11*, Spot +13, Survival +8|
|Organization:||Solitary, Pair, or herd (3-8)|
|Advancement:||5-8HD (large) or by character class|
|Level Adjustment:||+4 (cohort)|
The creature you initially mistook for a horse suddenly changes before your eyes. In it's place stands a coal-black equine with cunning red eyes and powerful-looking hooves. It's tail lashes back and forth as it paws the ground, and a 2 foot long horn the color of old bone that grows from the center of it's forehead is lowered in preparation for a charge.
Black Unicorns are believed to be the offspring of nightmares and captured unicorns. They have a love of combat and inflicting pain and terror on their foes, and are prized as mounts by evil beings, especially blackguards and evil clerics. They are intelligent and can speak several languages, usually common and an environmentally appropriate language (such as undercommon, infernal, or abyssal). Occasionally they will serve neutral-aligned creatures for evil purposes, but will never willingly serve a good-aligned creature unless they plan to betray the creature later.
Black unicorns are not tied to a particular area as most normal unicorns are, but prefer a more nomadic existence. They especially enjoy traveling in wastelands or areas that have been devastated by disaster or war. When traveling alone, most black unicorns disguise themselves as a normal horse, or even a white unicorn in order to fool the unwary. While black unicorns can feed as most equines do, black unicorns prefer to eat fresh meat, preferably from a creature they terrified before killing.
Black unicorns often will disguise themselves as regular unicorns to lure people towards them before dropping their disguise and attacking. Black unicorns usually open combat by charging with their horn, then following up with it's hooves and bite. When facing multiple opponents, black unicorns prefer to stay mobile, using their speed and reach to their advantage. If the fight goes badly, they disengage and flee, often using their shadow walk ability to avoid further injury.
Horn: A black unicorn's horn functions as a +3 magic weapon, and deals double damage on a charge as a lance. The horn's power fades if it is severed from the black unicorn. A black unicorn of 5 or more HD treats its horn as an evil weapon for the purposes of overcoming damage reduction, but not its other natural weapons.
Undetectable Alignment (Su): Black unicorns are under a constant undetectable alignment effect, hiding their evil nature when necessary. The black unicorn may suppress or resume this ability as a free action.
Spell-like abilities: Black unicorns can replicate the effects of cause fear at will.
A black unicorn can use inflict wounds 3/day as a 1st level spell, and 1/day as a 3rd level spell. If the black unicorn desires, he can use this as a cure wounds effect instead, but only for creatures of evil alignment. Once per day, a black unicorn can use their horn to deliver a poison spell with a touch attack or as part of a melee attack with their horn.
Once per day a black unicorn can duplicate the effects of the shadow walk spell. As creatures of shadowy heritage themselves, black unicorns can more accurately discern their surroundings on the material plane while shadow walking (they can discern landmarks, topography, buildings, trees, and so forth, but not fine detail such as colors, foliage or living creatures), and can emerge from their shadow walk without being shunted in a random direction. Any creatures a black unicorn brings with them do not gain this level of visual clarity, and are shunted 1d10x100 feet in a random horizontal direction when they exit the shadow walk unless in physical contact with the black unicorn.
Skills: Black unicorns have a +4 racial bonus on hide and move silently checks. This bonus increases by +3 while not in areas of bright light.
Black Unicorns can be summoned as a special mount be creatures of evil alignment.