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Knightfall's "Aquatic Creature Fun" Thread (Retired)
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<blockquote data-quote="Knightfall" data-source="post: 928481" data-attributes="member: 2012"><p><strong><em>Sea Unicorn</em></strong></p><p><strong>Large Magical Beast</strong></p><p><strong>Hit Dice:</strong> 4d10+24 (46 hp)</p><p><strong>Initiative:</strong> +5 (Dex)</p><p><strong>Speed:</strong> 60 ft., swim 40 ft.</p><p><strong>AC:</strong> 22 (-1 size, +5 Dex, +8 natural)</p><p><strong>Attacks:</strong> Horn +9 melee, 2 hooves +7 melee</p><p><strong>Damage:</strong> Horn 1d8+5, hoof 1d4+2</p><p><strong>Face/Reach:</strong> 10 ft. / 5 ft. (10 ft. with horn)</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., immunities, magic circle against evil, scent, spell-like abilities</p><p><strong>Saves:</strong> Fort +10, Ref +9, Will +9</p><p><strong>Abilities:</strong> Str 20 (+5), Dex 21 (+5), Con 23 (+6), Int 10 (+0), Wis 23 (+6), Cha 24 (+7)</p><p><strong>Skills:</strong> Animal Empathy +9, Listen +9, Move Silently +7, Spot +9, Survival +9*, Swim +13</p><p><strong>Feats:</strong> Alertness, Multiattack</p><p></p><p><strong>Climate/Terrain:</strong> Temperate aquatic</p><p><strong>Organization:</strong> Solitary or pair, or pod (6–11)</p><p><strong>Challenge Rating:</strong> 4</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always chaotic good</p><p><strong>Advancement:</strong> 5-8 HD (Large)</p><p></p><p>An aquatic relative to unicorns, sea unicorns have the front body of a horse including its head, legs, and hooves, while the back part of their bodies are like that of a large fish. The sea unicorn has a long, straight horn protruding from its forehead like that of a narwhale.</p><p></p><p>Many a fisherman has confused the two creatures when seen from above, as the sea unicorn’s legs are often hidden under the creature when it swims. A sea unicorn also has skin like that of a whale except that it is white and the sea unicorn has no hair.</p><p></p><p>Merfolk consider it a good omen to spot a pod of sea unicorns, while sea elves and tritons have been known to use sea unicorns as mounts during times of crisis.</p><p></p><p>Sea unicorns have a home region, which is loosely defined three-dimensional area of water. This home region is often located in the most remote places such as well as pristine coral reefs.</p><p></p><p>Sea unicorns speak Aquan and Sylvan.</p><p></p><p><strong>Combat</strong></p><p>Sea unicorns prefer to avoid fights when possible but are more then capable than dealing out serious damage with their horn and hooves. They will often protect innocents that are being threatened.</p><p></p><p><strong>Immunities (Ex):</strong> Sea unicorns are immune to all poisons and to charm and hold spells or abilities.</p><p></p><p><strong>Magic Circle against Evil (Su):</strong> This ability continuously duplicates the effects of the spell. The sea unicorn cannot suppress this ability.</p><p></p><p><strong>Scent (Ex):</strong> A sea unicorn can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.</p><p></p><p><strong>Spell-Like Abilities:</strong> Sea unicorns can <em>detect evil</em> at will as a free action. Once per day a sea unicorn can use <em>teleport without error</em> to move anywhere within its home region. It cannot teleport beyond the region’s boundary, nor back from outside. A sea unicorn can use <em>cure light wounds</em> three times per day and <em>cure moderate wounds</em> once per day, as cast by a 5th-level druid, by touching a wounded creature with its horn. Once per day it can use <em>neutralize poison</em>, as cast by an 8th-level druid, with a touch of its horn.</p><p></p><p><strong>Skills:</strong> *Sea unicorns receive a +3 competence bonus to Survival checks within the boundaries of their home region. A sea unicorn’s Swim speed provides a +8 racial bonus on Swim checks.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 928481, member: 2012"] [b][i]Sea Unicorn[/i][/b] [b]Large Magical Beast[/b] [b]Hit Dice:[/b] 4d10+24 (46 hp) [b]Initiative:[/b] +5 (Dex) [b]Speed:[/b] 60 ft., swim 40 ft. [b]AC:[/b] 22 (-1 size, +5 Dex, +8 natural) [b]Attacks:[/b] Horn +9 melee, 2 hooves +7 melee [b]Damage:[/b] Horn 1d8+5, hoof 1d4+2 [b]Face/Reach:[/b] 10 ft. / 5 ft. (10 ft. with horn) [b]Special Qualities:[/b] Darkvision 60 ft., immunities, magic circle against evil, scent, spell-like abilities [b]Saves:[/b] Fort +10, Ref +9, Will +9 [b]Abilities:[/b] Str 20 (+5), Dex 21 (+5), Con 23 (+6), Int 10 (+0), Wis 23 (+6), Cha 24 (+7) [b]Skills:[/b] Animal Empathy +9, Listen +9, Move Silently +7, Spot +9, Survival +9*, Swim +13 [b]Feats:[/b] Alertness, Multiattack [b]Climate/Terrain:[/b] Temperate aquatic [b]Organization:[/b] Solitary or pair, or pod (6–11) [b]Challenge Rating:[/b] 4 [b]Treasure:[/b] None [b]Alignment:[/b] Always chaotic good [b]Advancement:[/b] 5-8 HD (Large) An aquatic relative to unicorns, sea unicorns have the front body of a horse including its head, legs, and hooves, while the back part of their bodies are like that of a large fish. The sea unicorn has a long, straight horn protruding from its forehead like that of a narwhale. Many a fisherman has confused the two creatures when seen from above, as the sea unicorn’s legs are often hidden under the creature when it swims. A sea unicorn also has skin like that of a whale except that it is white and the sea unicorn has no hair. Merfolk consider it a good omen to spot a pod of sea unicorns, while sea elves and tritons have been known to use sea unicorns as mounts during times of crisis. Sea unicorns have a home region, which is loosely defined three-dimensional area of water. This home region is often located in the most remote places such as well as pristine coral reefs. Sea unicorns speak Aquan and Sylvan. [b]Combat[/b] Sea unicorns prefer to avoid fights when possible but are more then capable than dealing out serious damage with their horn and hooves. They will often protect innocents that are being threatened. [b]Immunities (Ex):[/b] Sea unicorns are immune to all poisons and to charm and hold spells or abilities. [b]Magic Circle against Evil (Su):[/b] This ability continuously duplicates the effects of the spell. The sea unicorn cannot suppress this ability. [b]Scent (Ex):[/b] A sea unicorn can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft. [b]Spell-Like Abilities:[/b] Sea unicorns can [i]detect evil[/i] at will as a free action. Once per day a sea unicorn can use [i]teleport without error[/i] to move anywhere within its home region. It cannot teleport beyond the region’s boundary, nor back from outside. A sea unicorn can use [i]cure light wounds[/i] three times per day and [i]cure moderate wounds[/i] once per day, as cast by a 5th-level druid, by touching a wounded creature with its horn. Once per day it can use [i]neutralize poison[/i], as cast by an 8th-level druid, with a touch of its horn. [b]Skills:[/b] *Sea unicorns receive a +3 competence bonus to Survival checks within the boundaries of their home region. A sea unicorn’s Swim speed provides a +8 racial bonus on Swim checks. [/QUOTE]
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