|This material is published under the OGL|
|Size/Type:||Large Magical Beast|
|Hit Dice:||4d10+20 (42 hp)|
|Speed:||60 ft. (12 squares)|
|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)|
|Space/Reach:||10 ft./5 ft.|
|Special Qualities:||Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy|
|Saves:||Fort +9, Ref +7, Will +6|
|Abilities:||Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24|
|Skills:||Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8*|
|Feats:||Alertness, Skill Focus (Survival)|
|Organization:||Solitary, pair, or grace (3–6)|
|Alignment:||Always chaotic good|
|Advancement:||5–8 HD (Large)|
|Level Adjustment:||+4 (cohort)|
A unicorn has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard.
A typical adult unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.
Unicorns speak Sylvan and Common.
Unicorns normally attack only when defending themselves or their forests. 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 unicorn cannot suppress this ability.
Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.
A 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.
See Wikipedia Entry: Unicorn