Unicorn (3.5e Monster)

From Dungeons and Dragons Wiki
Jump to: navigation, search
SRD Unicorn
This article is written to be a summoned monster for the High Summoner class, and while similar in some respects,
it is not the standard Unicorn found in the Monster Manual. If you are looking for the 3.5e SRD Unicorn it can be found here.
If you are looking for the 5th edition Unicorn, see here.

Author: The-Marksman (talk)
Date Created: February 2024
Status: Complete
Editing: Clarity edits only please
Rate this article
Discuss this article
A Unicorn Esper

In the heart of the glade stands a magnificent creature, its form a vision of purest white against the emerald backdrop of the forest. A pristine unicorn, its coat gleams like freshly fallen snow in the sunlight, adorned with a mane and tail of golden blonde that cascades in shimmering waves with every graceful movement.

Its hooves, too, are aglow with a radiant golden hue, leaving trails of sparkling light in their wake as the unicorn moves with an otherworldly grace. But most mesmerizing of all is the unicorn's horn, a majestic spiral of pure gold, towering nearly two feet in height, catching the sunlight and casting a warm, luminous glow upon the surrounding flora.

Size/Type: Large Outsider (Esper)
Hit Dice: 7d12 + 35 (119 hp)
Initiative: +3
Speed: 70 ft (350 ft running)
Armor Class: 18 (6 Natural armor, 3 Dex, -1 size), touch 12, flat-footed 15
Base Attack/Grapple: +7/+17 (7 BAB, 6 Str, +4 size)
Attack: Charge with Horn +14 (1d8 + 6 {18 - 20 X3} )*
Full Attack: Melee with Horn +12/+7 melee (1d8 + 6 x2)
Space/Reach: 10 ft/5 ft
Special Attacks: Wild Empathy, Scent, Flawless Stride, Healing Horn, Mount, Spell-like Abilities, Spring of Heroism

Tongues (Su): All Espers can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
Word of Recall (Su): While on the Material Plane, Espers can use Word of Recall at will, as the spell (cl 14th), except that it can only take them back to their home plane and also works across planar boundries and the creature can transport only itself and up to 50 pounds of objects.

Special Qualities: Darkvision 120 ft, Low-Light Vision, 25% Fortification against critical strikes, immune to banishment, dismissal, petrification, death-effect, polymorphing, fear and any enchantment or compulsion effects. +4 racial bonus on saves against all stunning effects, poisons and diseases.
Saves: Fort +10, Ref +8, Will +10
Abilities: Str 22, Dex 17, Con 21, Int 10, Wis 21, Cha 23
Skills: Escape Artist +13, Jump +16, Knowledge (Nature) +10, Listen +17, Move Silently +13, Sense Motive +15, Spot +17, Survival +15
Feats: Endurance, Run, Alertness
Environment: Warm or temperate plains or Forests
Organization: Solitary or Herd (3-15)
Challenge Rating: 7
Treasure: None
Alignment: Always Chaotic Good
Level Adjustment:

The Unicorn is a large, majestic equine standing 16 hands (or 5'4") tall at the front shoulder (or withers). It has a glossy white hide, and a golden blonde mane and tail that looks as good as well-kept human hair. Its hooves are a golden color, as is its 2-foot-long golden spiral horn that grows from its forehead. The Unicorn's horn has a hardness of 10 and 20 hit points. The horn repairs any damage normally while sleeping and resting the way skin heals and nails regrow. A completely severed horn will not regrow naturally. A Unicorn who has had its horn severed cannot use these abilities. A Regenerate, Limited Wish, Wish or Miracle spell can restore a severed horn.


The Unicorn uses its horn like a sword in combat. It is extremely proficient with its horn and can parry a sword easily. The horn can be used as a slashing or piercing weapon depending on how the Unicorn moves its head.

*The +14 attack for the charge accounts for the +2 for charging. The Unicorn's horn is treated as a lance for the purposes of determining damage for a charge. If the Unicorn kills an opponent by impaling them on its horn and the opponent is not a heavy load, the Unicorn can toss the creature's carcass up to 10 feet to either side as a move action.

Special Attacks[edit]

Wild Empathy (Ex): This ability works like the druid's wild empathy class feature, except the Unicorn has a +6 racial bonus on the check.

Scent (Ex): This special quality allows the Unicorn to detect approaching enemies, sniff out hidden foes, and track by sense of smell. The Unicorn can identify familiar odors just as humans do familiar sights. The Unicorn can detect opponents within 30 feet by sense of smell. if the opponent is upwind, the range increase to 60 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents such as skunk musk or troglodyte stench, can be detected at triple normal range.

When the Unicorn detects a scent, the exact location of the source is not revealed-only its presence somewhere within the range. The Unicorn can take a move action to not the direction of the scent. Whenever the Unicorn comes within 5 feet of the source, the Unicorn pinpoints the source's location.

Flawless Stride (Ex): A Unicorn can move through any sort of terrain that slows movement (such as undergrowth, rubble, overgrown areas, natural thorns, briars and similar terrain) at its normal movement speed and without taking damage or suffering any other impairment. This ability also allows it to run and charge in situations where other mounts cannot. It may charge or run over difficult terrain that normally slows movement or allies or neutral characters blocking its path. This ability enables it to run down steep stairs, leap down from a balcony, and jump over tables to get to its destination. Depending on the circumstances, it still may need to make appropriate checks (Jump and balance, in particular) to successfully move over the terrain. This ability does not let it move more quickly through terrains that are enchanted or have been magically manipulated to impede movement. A Unicorn loses this ability when wearing heavy armor or carrying a heavy load.

Healing Horn (Su): A single golden-colored, spiral horn, about 2 feet long, grows from the center of the Unicorn's forehead. The Unicorn's horn is renowned for its healing properties. Merely touching the horn to a creature and willing it allows the Unicorn to channel positive energy for multiple purposes. Up to 3/day, a Unicorn may use its horn to use Cure Light Wounds and once per day a Unicorn may use Cure Moderate Wounds, Neutralize Poison and Restoration. Caster level is equal to the High Summoner's Class level (minimum of 1st). The save DCs = 10 + ½ High Summoner Class level + Unicorn's Charisma modifier. The save DC is Charisma based.

Mount: (Su): A Summoner may summon the Unicorn to serve as a mount. This decision to summon the Unicorn as a mount must be made before the Unicorn is summoned and cannot be changed after. The High Summoner can summon the Unicorn at will for this purpose, and it can stay indefinitely when summoned for mount purposes. When summoned as a mount, because the Unicorn is bonded with the High Summoner it will only accept the High Summoner as a rider unless there are dire extenuating circumstances (at the DM's discretion). The Unicorn will not participate in combat for any reason when summoned as a mount and is completely incapable of using its Healing Horn and Overdrive abilities at all, but it does maintain its Magic Circle against Evil effect. Instead, it will assist its rider in fleeing from combat or traveling through it and can even use its Escape ability if needed. If forced into a direct combat situation, the Unicorn will use its "Word of Recall" ability to return to its original plane, regardless of the consequences to the High Summoner or any other rider.

While the Unicorn is summoned as a mount, the High Summoner's normal abilities are not restricted as they would be when summoning a regular Esper. However, the High Summoner cannot summon another Esper while the Unicorn is summoned as a mount. Attempting to do so will cause the Unicorn to be dismissed.

Spell-like Abilities: Always active, Magic Circle against Evil Caster level is equal to the High Summoner's class level (minimum of 1st). The save DCs = 10 + ½ High Summoner Class level + Unicorn's Charisma modifier. The save DC is Charisma based.


Spring of Heroism (Su): As a full round action, the Unicorn can charge up its horn with positive energy making it glow dimly. At the end of the action the light flashes out 15 feet in all directions and all allies within the area gain a +2 bonus on attack rolls, saves and skill checks for 3 rounds.

Marksman's Homebrews
Classes Battle Juggernaut, Bewitcher, Bounty Hunter, Cat Burglar, Divine Healer, Enchantress, Footpad, Grimslayer, Half-Nymph, Half-Rylvain, Hunter, Ki Warrior, Martial Artist, Noble, Platinum Dragoon, Radiant Champion, Rylvain, Saiyan Warrior, Scout, Socialite Deluxe, Spy, Undead Slayer, Undead Stalker, Warlord, Wolverine
Races Elven Nymph, Half-Drow, Elf, Half-Giant, Half-Nymph, Half-Rylvain, Half-Saiyan, Liantia, Moogle, Namekian, Ronso, Rylvain, Saiyans, Xanthian
Character Options Ascended Super Saiyan, Ascetic Juggernaut, Awesome Blow, Enhanced Ki Pool, Full Power Super Saiyan, Saiyan Elite, Tail Defense, Ultra Super Saiyan
Equipment Cloak of Bullshit, Cloak of Greater Bullshit, Cloak of Lesser Bullshit, Dragon Balls, Excalibur, Potion of Youth
Spells & Powers Condition, Eternal Charm Monster, Eternal Charm Person, Eternal Slumber, Reraise, Restore Youth, Steal Youth, Summon Wyvern
Invocations After Image, Alternate Delivery, Beam Blast, Candy Beam, Death Beam, Destructo Disc, Dragon Fist, Energy Channel, Energy Rings, Explosive Wave, Final Explosion, Flash Step, Four Witches, Fusion Dance, Greater Ki Transmutation, Healing Spirit, Improved Intimidating Ki, Improved Ki Charging, Improved Ki Flying, Improved Ki Volley, Instant Transmission, Intimidating Ki, Kaio-ken, Ki Barrage, Ki Charging, Ki Enhancement, Ki Flying, Ki Sense, Ki Shield, Ki Sight, Ki Supression, Ki Sword, Ki Transmutation, Ki Wind, Lesser Electrical Transmutation, Lesser Fire Transmuation, Lesser Frost Transmutation, Master Ki Transmutation, Multi-Form, Neo Tri Beam, Nova Chariot, Power Ball, Scatter Shot, Solar Flare, Spirit Ball, Spirit Bomb, Super Ghost Kamikaze Attack, Tri Beam, Warp Blast
Espers Bomb, Cactuar, Cait Sith, Chocobo Esper, Cockatrice, Esper, Goblin, Kirin, Mindflayer, Shiva, Siren, Sylph, Tonberry, Unicorn
Monsters Adamantoise, Ash Viper, Behemoth, Drake, Malboro V.2, Murder of Crows, Tangle Tree
Other Aralhal, Celesdra, Golbez System, James Houlton, Levels That Spells Are Obtained, Rydel Taerun, Shenron, Spirit Beast
Sandbox 1 / Box 2 / Box 3 / Box 4 / Box 5 / Box 6 / Box 7 / Box 8 / Box 9 / Organized table of published races with statistics / Talk page

Back to Main Page3.5e HomebrewGlossary


Legal Disclaimer

This web page is Not in any way, shape, or form affiliated with the owner(s) of any copyright material presented on this page. Copyrights and trademarks for any books, films, and other promotional materials are held by their respective owners and their use is allowed under the fair use clause of the Copyright Law.
AlignmentAlways Chaotic Good +
AuthorThe-Marksman +
Challenge Rating7 +
EnvironmentWarm or temperate plains or Forests +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeLarge +
SubtypeEsper +
TitleUnicorn +
TypeOutsider +