Special Conversion Thread: Unicorns

Shade

Monster Junkie
This thread is intended to deal with the variant unicorns from Dragon Magazine #190 and any other unconverted ones that might arise.

The article intro text follows...

Unicorns
The AD&D Monstrous Compendium entry for the unicorn should be consulted briefly before reading through this material, to see how the basic creature was developed here into 12 new strains. A unicorn, as most gamers know, appears to be a white horse with cloven hooves, a single ivory-colored horn (2'-3' long) growing from its forehead, and, on males, a white beard. For our purpose, the “regular” unicorn is here called a sylvan unicorn. All unicorns, including those described here unless otherwise noted, have the following attributes:

A unicorn can sense enemies at a 240-yard range, moving so silently that foes take a -6 penalty to be surprised. It can kick with its front hooves and thrust with its horn once per round, or it can charge into battle using its horn as a lance. To make this charge, there must be at least 30’ of distance between the unicorn and its opponent. Opponents struck by a charging unicorn suffer 3-36 hp damage from impaling. The horn always gains a +2 bonus to hit, regardless of how it is used. Unicorns may not attack with their front hooves in the round they charge.

Once each day, a unicorn can cast a limited teleport spell that will take it and any rider it has up to 360 yards away in an instant. Unicorns cannot be magically charmed or held. They are immune to death spells and make all their saving throws against spells and spell-like powers as if they were wizards of the 11th level. Unicorns are immune to poison.


Here is the 2e unicorn for comparison purposes...

Unicorn
CLIMATE/TERRAIN: Temperate sylvan woodlands
FREQUENCY: Rare
ORGANIZATION: Family
ACTIVITY CYCLE: Day
DIET: Herbivorous
INTELLIGENCE: Average (8-10)
TREASURE: X
ALIGNMENT: Chaotic good
NO. APPEARING: 1-6
ARMOR CLASS: 2
MOVEMENT: 24
HIT DICE: 4+4
THAC0: 15
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/1-12
SPECIAL ATTACKS: Charge
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: L
MORALE: Elite (14)
XP VALUE: 650

Unicorns dwell only in temperate woodlands, away from human habitation. These fierce but good creatures shun contact with all but sylvan creatures (dryads, pixies, sprites, and the like); however, they will show themselves to defend their woodland home.

Powerful steeds with gleaming coats of pure white hair, unicorn eyes are usually deep sea blue or fiery pink. Long, silky white strands of hair hang down from the mane and forelock. A single ivory-colored horn, 2 to 3 feet in length, grows from the center of each unicorn's forehead. Males are distinguished by the white beard beneath the chin; females by their more elegant and slimmer musculature. The hooves of a unicorn are cloven and yellow-ivory in color. Unicorns speak their own language as well as those of other sylvan creatures and elves.

Combat: Unicorns can sense an enemy from 240 yards away. Likewise, unicorns move very silently, so opponents are penalized -6 on their surprise rolls. Unicorns can kick with their front hooves and thrust with the horn each round. Due to the horn's magical nature, it always has a +2 bonus to hit. Unicorns can charge into battle, using the horn like a lance. To make this charge, there must be at least 30 feet of open space between the unicorn and his opponent. Opponents struck by a charging unicorn suffer 3-36 points of damage from impaling. Unicorns may not attack with their front hooves in the round they charge.

Once per day a unicorn can use a teleport spell of limited range. This spell will transport the unicorn (and its rider) to any place that the unicorn desires, up to 360 yards away. Unicorns often use this ability as a last resort to avoid death or capture.

In addition, unicorns can never be charmed or held by magic. They are immune to death spells and make all saving throws against spells as if they were wizards of 11th level. Unicorns are immune to poison.

Habitat/Society: Unicorns mate for life and make their home in an open dell of the forest they have chosen to protect. There, in the boles of the trees, unicorns etch a glyph, recognizable to sylvan creatures, indicating that the forest is under unicorn protection. Rangers have a 10% chance per level of determining correctly whether a forest is guarded by unicorns. Once a woodland has a unicorn protector, no other unicorn will enter that forest unless the forest is very large. Each family of unicorns stakes out a territory approximately 400 square miles (20 miles by 20 miles).

Travelers may pass through a unicorn's forest freely and even hunt there, but anyone killing for sport or damaging the forest maliciously will be attacked if the unicorn is nearby (10% chance). The ferocity of this attack is determined by the evil of the trespasser. Truant youths throwing stones at animals, for example, would be driven off with just a few bruises as a reminder, while pillaging orcs would be hunted down and slain.

Lone unicorns occasionally allow themselves to be tamed and ridden by a human or elf maiden of pure heart and good alignment. A unicorn that submits once and is treated kindly will act as the maiden's steed for life, even carrying her beyond the realm of his forest if she so desires. Unicorns make exceptionally loyal mounts and will protect their riders even unto death.
Ecology: Unicorns are herbivores, living on tender leaves and grasses. Their only enemies are griffons and those creatures who destroy forests, in particular red dragons and orcs.

The life span of unicorns has never been recorded but is known to surpass 1,000 years. They are believed to maintain their youth until death is only weeks away. The secret to this longevity is the strong magical nature of the horn. Unicorn horns are highly sought after, since possession of one is a sovereign remedy against all poisons. Alternately, a single horn can be used, by an alchemist, to manufacture 2-12 potions of healing. Unicorn horns sell for 1,500 gold pieces or more on the open market.
 

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Shade

Monster Junkie
Here's the first one...

Alicorn
CLIMATE: Temperate
TERRAIN: Woodlands
FREQUENCY: Rare
ORGANIZATION: Family
ACTIVITY CYCLE: Day
DIET: Herbiv.
INTELLIGENCE: Average
TREASURE: X
ALIGNMENT: CG
NO. APPEARING 1-6:
ARMOR CLASS: 2
MOVEMENT: 24
HIT DICE: 4+4
THAC0: 17
NO. OF ATTACKS: 3
DAMAGE/ATTACK: l-6/1-6/1-10
SPECIAL ATTACKS: See text
SPECIAL DEFENSES: See text
MAGIC RESISTANCE: 20%
SIZE: L
MORALE: Elite
XP VALUE: 2,000

An alicorn is exactly like a sylvan unicorn, but with a gnarled and twisted horn.

Combat: Alicorns can use three charm person spells per day. These spells are cast at the 11th level. Those failing to make their saving throws will fight to the death to protect the alicorn from harm. Alicorns can walk on air as if it were solid, running through the air or galloping a few inches above bodies of water.

Habitat/Society: Alicorns are identical in habitat and society to sylvan unicorns. This may account for the fact that the two are often mistakenly classed as being of the same race.

Ecology: Alicorns are on good terms with and respect the territories of sylvan unicorns, cunnequines, and faerie unicorns. The alicorn is otherwise identical in ecology to the sylvan unicorn.
 

Shade

Monster Junkie
This first one looks relatively simple. It's HD and ability scores seem identical to the standard unicorn. The horn does slightly less damage, it possesses spell resistance, and has slightly different SLAs.
 

freyar

Extradimensional Explorer
On the different SLAs: the 2e unicorn didn't have the cure wounds or neutralize poison, so do you want to drop those for the alicorn? Then add charm person 3/day and some kind of wind walk/flight ability?
 





freyar

Extradimensional Explorer
I guess it does last quite a long time. Sure 1/day is ok on dominate person.

CL 8 for both SLAs is ok. Note that you also have CL 5 listed for dominate person (ie, you have 2 CLs given).
 

Shade

Monster Junkie
The standard unicorn has two different caster levels:

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 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.
 

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