Oh, you're right, I thougt you modified them somewhere.
Well I don't always want to change things... just most of the time.
Come to think of it, I did propose increasing the Strength to the Standard Unicorn's 20, and I included that in my proposed Jump +15 so I guess I was proposing a change and just forgot to say what it was!
Gray Unicorn: Str 20, Dex 17, Con 22, Int 10, Wis 21, Cha 24
Oh, and I just realized the gray's AC is one better. One point more NA seems the easiest solution.
See, I read the original retributive ability as only creatures touching the unicorn, which would seem to generally be just the person who hit it. But it's a little vague.
Your other ideas make a lot of sense.
Good! Putting it all together gives us:
Unicorn, Gray
Large Magical Beast
Hit Dice: 3d10+18 (34 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +3/+12
Attack: Horn +10 melee (1d6+8)
Full Attack: Horn +10 melee (1d6+8) and 2 hooves +3 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Retributive strike
Special Qualities: Darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, magic-circle against evil, scent, spell-like abilities, spell resistance CR+10, telepathy 60 ft., wild empathy
Saves: Fort +9, Ref +6, Will +6
Abilities: Str 20, Dex 17, Con 22, Int 10, Wis 21, Cha 24
Skills: Jump +15, Listen +11, Move Silently +9, Spot +11, Survival +8*
Feats: Alertness, Skill Focus (Survival)
Environment: Warm plains
Organization: Solitary, pair, or grace (3–10)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4–6 HD (Large)
Level Adjustment: +4 (cohort)
COMBAT
Horn is a +3 weapon.
Magic Circle Against Evil (Su): This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.
Retributive Strike (Su): Whenever a gray unicorn is struck by a melee attack (including melee touch delivered spells) [the attacker]
OR[all enemies within the unicorn's Space or Reach] must succeed at a DC 18 Fortitude save or take damage equal to that inflicted upon the unicorn. The damage dealt to the attacker is not subject to negation or reduction because of resistance, immunity, damage reduction, spell resistance, or the like. The save DC is Charisma-based.
Spell-Like Abilities: Faerie unicorns can use
detect evil at will as a free action. Once per day a faerie unicorn can use
greater teleport to move anywhere within its territory (an area of grasslands of up to X square miles). It cannot teleport beyond the boundaries of its territory nor back from outside.
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a faerie unicorn has a +6 racial bonus on the check.
Skills: Gray unicorns have a +4 racial bonus on Move Silently checks.