bfrpg
bfrpg| Number appearing | Wild 1d6 |
|---|---|
| Armor class | 19 |
| Move | 80' |
| Hit dice | 4* |
| Treasure type | None |
| Damage per attack | 2 hooves/1 horn (+3 attack bonus) (1d8/1d8/1d6+3) |
| Morale | 7 |
Unicorns are horselike creatures having a single spirally-twisted horn in the middle of the forehead. A typical adult unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males. A unicorn has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard.
Unicorns normally attack only when defending themselves or their forests. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the unicorn.
Special Abilities
Cure Light Wounds — Three times per day a unicorn can cast cure light wounds by a touch of its horn.
Dimension Door — Once per day a unicorn can transport itself 360' (as the spell dimension door), and can carry a full load (possibly including a rider) while doing so. A light load for a unicorn is up to 300 pounds; a heavy load, up to 550 pounds.
Magic Horn — The horn is a +3 magic weapon, though its power fades if removed from the unicorn.
osric
osric| Frequency | Rare |
|---|---|
| Number appearing | 1d4+1 |
| Armor class | 2 |
| Move | 240-ft |
| Hit dice | 4+4 |
| % in lair | 5% |
| Treasure type | 20d4 gems (50%); 1 miscellaneous magic item and 1 potion (60%) |
| Damage per attack | 1d6/1d6/1d12 |
| Special attacks | Charge |
| Special defenses | Save as level 11 magic user; immune to charm, hold, death magic, and poison; never surprised within 240-ft; surprise 1-5 on d6; dimension door 1/day (360-ft range) |
| Magic resistance | Standard |
| Intelligence | Average |
| Alignment | Chaotic good |
| Size | Large |
Unicorns avoid contact with all but woodland creatures, although they may render assistance to maidens who are pure of heart, allowing themselves to be tamed as steeds. Unicorns normally charge into battle, attacking only with their horns but for double damage on the initial attack. A unicorn's horn negates the effect of poison, with normally the merest touch being required.
Special Abilities
Charge — Attacks only with horn for double damage on initial attack.
Horn — Negates the effect of poison with the merest touch.
Surprise — Never surprised within 240-ft; surprise others 1-5 on d6.
Dimension Door — 1/day (360-ft range).
Immunities — Immune to charm, hold, death magic, and poison.
Saves — Save as level 11 magic user.