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Dog Moon's Creatures [Updated 5/16]
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<blockquote data-quote="Dog Moon" data-source="post: 1776138" data-attributes="member: 23023"><p><strong>Basic Elf/Unicorn</strong></p><p></p><p>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. This is the basic, generic version, their race, if you will. Although what's better, a High Elf Unicorn, or a Celestial Centaur? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p><span style="color: DeepSkyBlue">High Elf Unicorn (CR: 4)</span></p><p><span style="color: DeepSkyBlue">Large Monstrous Humanoid</span></p><p><span style="color: DeepSkyBlue">HD:</span> 5d8+25 ; hp 57</p><p><span style="color: DeepSkyBlue">Init</span> +3</p><p><span style="color: DeepSkyBlue">Spd:</span> 60 ft.</p><p><span style="color: DeepSkyBlue">AC:</span> 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15</p><p></p><p><span style="color: DeepSkyBlue">BA/Grapple:</span> +5/+14</p><p><span style="color: DeepSkyBlue">Attack:</span> Horn +13 melee (1d8+8) and 2 hooves +5 melee (1d4+2)</p><p><span style="color: DeepSkyBlue">S/R: </span> 10ft/5ft</p><p><span style="color: DeepSkyBlue">SA:</span> -</p><p><span style="color: DeepSkyBlue">SQ:</span> 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</p><p></p><p><span style="color: DeepSkyBlue">AL</span> Chaotic Good</p><p><span style="color: DeepSkyBlue">Fort</span> 6, <span style="color: DeepSkyBlue">Ref</span> 7, <span style="color: DeepSkyBlue">Will </span> 4</p><p><span style="color: DeepSkyBlue">Str</span> 20, <span style="color: DeepSkyBlue">Dex</span> 17, <span style="color: DeepSkyBlue">Con</span> 21, <span style="color: DeepSkyBlue">Int</span> 10, <span style="color: DeepSkyBlue">Wis</span> 10, <span style="color: DeepSkyBlue">Cha</span> 10</p><p></p><p><span style="color: DeepSkyBlue">Skills:</span> Jump +8, Listen +7, Move Silently +6, Spot +7, Survival +7</p><p><span style="color: DeepSkyBlue">Languages:</span> Sylvan, Common, Elf</p><p></p><p><span style="color: DeepSkyBlue">Feats:</span> Alertness, Skill Focus (Survival)</p><p></p><p><span style="color: DeepSkyBlue">Magic Circle against Evil (Su):</span> This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.</p><p></p><p><span style="color: DeepSkyBlue">Spell-Like Abilities:</span> Unicorns can use detect evil at will as a free action.</p><p>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.</p><p></p><p><span style="color: DeepSkyBlue">Wild Empathy (Ex): </span> This power works like the druid’s wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.</p><p></p><p><span style="color: DeepSkyBlue">Skills:</span> 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.</p><p></p><p><span style="color: DeepSkyBlue">Note:</span> The horn is considered as a +3 weapon.</p></blockquote><p></p>
[QUOTE="Dog Moon, post: 1776138, member: 23023"] [b]Basic Elf/Unicorn[/b] 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. This is the basic, generic version, their race, if you will. Although what's better, a High Elf Unicorn, or a Celestial Centaur? ;) [COLOR=DeepSkyBlue]High Elf Unicorn (CR: 4) Large Monstrous Humanoid HD:[/COLOR] 5d8+25 ; hp 57 [COLOR=DeepSkyBlue]Init[/COLOR] +3 [COLOR=DeepSkyBlue]Spd:[/COLOR] 60 ft. [COLOR=DeepSkyBlue]AC:[/COLOR] 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15 [COLOR=DeepSkyBlue]BA/Grapple:[/COLOR] +5/+14 [COLOR=DeepSkyBlue]Attack:[/COLOR] Horn +13 melee (1d8+8) and 2 hooves +5 melee (1d4+2) [COLOR=DeepSkyBlue]S/R: [/COLOR] 10ft/5ft [COLOR=DeepSkyBlue]SA:[/COLOR] - [COLOR=DeepSkyBlue]SQ:[/COLOR] 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 [COLOR=DeepSkyBlue]AL[/COLOR] Chaotic Good [COLOR=DeepSkyBlue]Fort[/COLOR] 6, [COLOR=DeepSkyBlue]Ref[/COLOR] 7, [COLOR=DeepSkyBlue]Will [/COLOR] 4 [COLOR=DeepSkyBlue]Str[/COLOR] 20, [COLOR=DeepSkyBlue]Dex[/COLOR] 17, [COLOR=DeepSkyBlue]Con[/COLOR] 21, [COLOR=DeepSkyBlue]Int[/COLOR] 10, [COLOR=DeepSkyBlue]Wis[/COLOR] 10, [COLOR=DeepSkyBlue]Cha[/COLOR] 10 [COLOR=DeepSkyBlue]Skills:[/COLOR] Jump +8, Listen +7, Move Silently +6, Spot +7, Survival +7 [COLOR=DeepSkyBlue]Languages:[/COLOR] Sylvan, Common, Elf [COLOR=DeepSkyBlue]Feats:[/COLOR] Alertness, Skill Focus (Survival) [COLOR=DeepSkyBlue]Magic Circle against Evil (Su):[/COLOR] This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability. [COLOR=DeepSkyBlue]Spell-Like Abilities:[/COLOR] 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. [COLOR=DeepSkyBlue]Wild Empathy (Ex): [/COLOR] This power works like the druid’s wild empathy class feature, except that a unicorn has a +6 racial bonus on the check. [COLOR=DeepSkyBlue]Skills:[/COLOR] 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. [COLOR=DeepSkyBlue]Note:[/COLOR] The horn is considered as a +3 weapon. [/QUOTE]
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