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Special Conversion Thread: Unicorns

The additional +3 is from the enhancement bonus of the horn.

Oh yes, I forgot to consider that.

In that case shouldn't the enhancement bonus be doubled too, following the normal multiplying damage rule of "Roll the damage (with all modifiers) multiple times and total the results"?

Which suggests it ought to be 2d8+16.
 

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As mentioned above, powerful charge isn't strictly doubling, it's whatever is listed in the statblock.

I'm not sure I like SF (Survival) for these. It fits hunting, but it doesn't seem combat-oriented enough. Really prefer either Power Attack or Empower SLA (chill metal).
 

As mentioned above, powerful charge isn't strictly doubling, it's whatever is listed in the statblock.

I'm not sure I like SF (Survival) for these. It fits hunting, but it doesn't seem combat-oriented enough. Really prefer either Power Attack or Empower SLA (chill metal).

Well as I said earlier I prefer Power Attack over Empowering its chill metal.
 

Oh yes, I forgot to consider that.

In that case shouldn't the enhancement bonus be doubled too, following the normal multiplying damage rule of "Roll the damage (with all modifiers) multiple times and total the results"?

Which suggests it ought to be 2d8+16.

Yeah, that's what I was wondering upthread. ;)

Well as I said earlier I prefer Power Attack over Empowering its chill metal.

"Missed post syndrome" seems to be going around. ;)

Updated.

Organization: Solitary, pair, or x (3–6)
 

A "frost"? Not coming up with a great org name there. Should be different from grace, though, I think.

And these look done at that point.
 

A "frost"? Not coming up with a great org name there. Should be different from grace, though, I think.

And these look done at that point.

A chill of palominos.

Which inspires me to a bit of doggerel...

They're cool cats who move with grace
but will ram a horn right through your face

These cruel beasts just want to eat your flesh
their icy hearts hearts know neither mercy or rest

So those in the know will get cold shivers in their spines
When they see a Palomino charging through the pines.
 



Pinto Unicorn
CLIMATE: Temperate
TERRAIN: Grasslands
FREQUENCY: Rare
ORGANIZATION: Herd
ACTIVITY CYCLE: Day
DIET: Herbiv.
INTELLIGENCE: Average
TREASURE: X
ALIGNMENT: NG
NO. APPEARING: 2-5
ARMOR CLASS: 2
MOVEMENT: 24
HIT DICE: 4+4
THAC0: 17
NO. OF ATTACKS: 3
DAMAGE/ATTACK: l-6/1-6/1-12
SPECIAL ATTACKS: See text
SPECIAL DEFENSES: See text
MAGIC RESISTANCE: 20%
SIZE: L
MORALE: Elite
XP VALUE: 2,000

Pinto unicorns are unicorns with patches of differently colored hair distributed randomly upon their hides. They usually have doe-brown eyes, but some have green and some have yellow.

Combat: Pinto unicorns (sometimes called “chromacorns”) are each able to project a prismatic spray from the horns up to five times per day. This spell is cast as an 11th-level wizard. Pintos are also able to cast an advanced illusion three times per day, also at the 11th level of ability; such illusions are usually used to reveal hunters or humanoids by showing what appears to be the pinto unicorn grazing nearby.a ruse to draw missile and spell fire.

Habitat/Society: Pinto unicorns live on grasslands in temperate climates. They mate for life and are thus encountered in pairs or families. Pintos do not mark out territories but rather share large expanses of grasslands with other pinto families. They continually wander these grazing lands so that no one area becomes over grazed.

Pintos may be ridden by those of either sex who posses a pure heart.

Ecology: Pintos are much like sylvan unicorns, fighting with monsters that ravage their lands. A pinto.s horn can be used to create potions of rainbow hues.
 

This one should be easy. It's an exact match for the standard unicorn, with the exception of having spell resistance and special abilities (and, of course, the different environment and alignment).
 

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