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Unicorn

Column 1UnicornCelestial Charger, 7th-Level Cleric
Large Magical BeastLarge Magical Beast
Hit Dice:4d10+20 (42 hp)8d10+7d8+75 (155 hp)
Initiative:+3+4
Speed:60 ft. (12 squares)60 ft. (12 squares)
Armor Class:18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 1524 (–1 size, +4 Dex, +6 natural, +5 bracers of armor +5), touch 13, flat-footed 20
Base Attack/Grapple:+4/+13+13/+24
Attack:Horn +11 melee (1d8+8)Horn +22 melee (1d8+10)
Full Attack:Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2)Horn +22 melee (1d8+10) and 2 hooves +14 melee (1d4+3)
Space/Reach:10 ft./5 ft.10 ft./5 ft.
Special Attacks:—Turn undead 13/day, smite evil, spells
Special Qualities:Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathyDamage reduction 10/magic, darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, magic circle against evil, resistance to acid 10, cold 10, and electricity 10, scent, spell-like abilities, spell resistance 20, wild empathy
Saves:Fort +9, Ref +7, Will +6Fort +16, Ref +12, Will +15
Abilities:Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24Str 24, Dex 18, Con 20, Int 13, Wis 27, Cha 22
Skills:Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8*Concentration +11, Knowledge (nature) +9, Knowledge (religion) +8, Listen +15, Move Silently +12, Spellcraft +5, Spot +15, Survival +15 (+17 aboveground)*
Feats:Alertness, Skill Focus (Survival)Alertness, Combat Casting, Extra Turning, Improved Turning, Run, Skill Focus (Survival)
Environment:Temperate forestsA chaotic good plane
Organization:Solitary, pair, or grace (3–6)Solitary
Challenge Rating:313
Treasure:NoneNone
Alignment:Always chaotic goodAlways chaotic good
Advancement:5–8 HD (Large)By character class
Level Adjustment:+4 (cohort)+8 (cohort)

A unicorn has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard.

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.

Unicorns speak Sylvan and Common.

COMBAT​

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.

**Magic Circle against Evil (Su):**This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.

**Spell-Like Abilities:**Unicorns can use detect evilat will as a free action.

Once per day a unicorn can use greater teleportto move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.

A unicorn can use cure light woundsthree times per day and cure moderate woundsonce per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison(DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.

**Wild Empathy (Ex):**This power works like the druid’s wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.

Skills: 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.

CELESTIAL CHARGER​

The celestial charger described here is an 8 HD celestial unicorn with seven levels of cleric.

COMBAT​

The save DC for this celestial charger’s neutralize poisonability (DC 20) is adjusted for its greater Hit Dice and altered Charisma score.

A celestial charger’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

**Smite Evil (Su):**Once per day a celestial charger can make a normal melee attack to deal 15 points of extra damage against an evil foe.

Cleric Spells Prepared(6/7/6/5/4; save DC 18 + spell level): 0— detect magic, detect poison(2), light, virtue(2); 1st—bless(2), calm animals, obscuring mist, remove fear, sanctuary, shield of faith*; 2nd—aid* (2), animal messenger, lesser restoration, remove paralysis, shield other; 3rd—prayer, protection from energy, remove curse, searing light(2); 4th—air walk, divine power, holy smite, restoration*.

*Domain spell. Domains: Animal and Good.