CREATURE 3
Perception +13; darkvision, scent (imprecise) 30 feet
Languages Common, Sylvan
Skills Acrobatics +10, Diplomacy +11, Stealth +8, Survival +9
Str +4 Dex +3 Con +3 Int +0 Wis +4 Cha +4
Wild Empathy The unicorn has a connection to the creatures of the natural world that allows it to communicate with them. The unicorn can use Diplomacy to Make an Impression on animals and to make very simple Requests of them.
AC 20; Fort +10, Ref +8, Will +11 (+2 vs. mental)
HP 45
Speed 45 feet
Melee horn +12 (good, magical), Damage 1d10+4 piercing plus 1d6 good and ghost touch
Melee hoof +12 (agile, magical), Damage 1d8+4 bludgeoning and ghost touch
Primal Innate Spells DC 21; 5th tree stride; 3rd heal (×2), neutralize poison; 1st detect alignment (at will, good only); Cantrips (2nd) light
Ghost Touch A unicorn's Strikes have the effects of a ghost touch property rune.
Powerful Charge The unicorn Strides up to double its Speed in a straight line and then makes a horn Strike. If the unicorn moved at least 20 feet, it deals an additional 2d6 damage on a hit.
Open Unicorn in the interactive creatures list or browse all creatures starting with U.