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Old 21st May 2006, 03:57 PM   #10 (permalink)
Dog Moon
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Dog Moon Goblin Sharpshooter (Lvl 2)
High Elf Unicorn

Technically, the Unicorn should lose the horn with its head and thus the abilities associated with it, but I decided to keep the horn anyway. I'm not entirely sure why, but back when I originally made my next creation, I kept the base race of the High Elf Unicorn when I did not keep the base race of any of the other creations.

I sort of like the idea of these Tauric beings as being special, like legends spoken of by the Centaurs and their belief in these beings which they almost consider to be Angels, though they are in fact not. The Centaurs believe in these Angels as being those who will eventually lead them to freedom, to fight the Humans encroaching on their lands and create a utopia for all Centaurs and forest creatures. NPC to come shortly.

High Elf Unicorn (CR: 4)
Large Monstrous Humanoid
HD:
5d8+25 ; hp 57
Init +3
Spd: 60 ft.
AC: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15

BA/Grapple: +5/+14
Attack: Horn +13 melee (1d8+8) and 2 hooves +5 melee (1d4+2)
S/R: 10ft/5ft
SA: -
SQ: Darkvision 60ft, magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy, immunity to magic sleep, +2 racial saving throw bonus against enchantment spells or effects, Auto Search on secret door within 5 feet

AL Chaotic Good
Fort 6, Ref 7, Will 4
Str 20, Dex 17, Con 21, Int 10, Wis 10, Cha 10

Skills: Jump +8, Listen +7, Move Silently +6, Spot +7, Survival +7
Languages: Sylvan, Common, Elf

Feats: Alertness, Skill Focus (Survival)

Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.

Spell-Like Abilities: Unicorns can use detect evil at will as a free action. 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 14, caster level 8th) with a touch of its horn. The save DC is Charisma-based.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.

Skills: Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest. Elves get a +2 racial bonus on Listen, Search and Spot checks.

Note: The horn is considered as a +3 weapon.
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