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UnicornCreature 3

Source Pathfinder Bestiary
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

AC 20; Fort +10; Reflex +8; Will +11; +2 to will saves vs. mental
HP 45
Speed 45 feet
Immunities poison

Horn One Action +12 (+7, +2) to hit (good, magical) 1d10+4 Piercing + 1d6 Good
Hoof One Action +12 (+8, +4) to hit (agile, magical) 1d8+4 Bludgeoning


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

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.

+2 to Will Saves vs. MentalGhost Touch

A unicorn's Strikes have the effects of a Ghost Touch property rune.

Powerful Charge Two Actions

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.

Primal Innate Spells (DC 21, +13 to hit)

Cantrips (2nd Level): Light
1st Level: Detect Alignment (At Will) (Good Only), Heal
3rd Level: Neutralize Poison
5th Level: Tree Stride

Symbols of grace and purity, unicorns resemble proud and noble horses. They are typically pure white of coat, but they are best known for the single, delicate horn that extends from the center of their forehead. While unicorns often serve as protectors of unspoiled wilderness and sacred places, they are themselves highly sought after for their horns, which are said to possess potent magical properties. To many, the mere idea of hunting such a magnificent creature in the hopes of severing its horn is utterly reprehensible. Indeed, a de-horned unicorn is a sorry sight, and few such unicorns survive much longer in the wild.

Unicorns are found almost exclusively in remote, unsullied areas of wilderness. Sometimes associated with good-aligned deities, other times associated with nature and the fey, unicorns are always known for their righteousness and nobility. They are wary, at best, of most humanoid creatures, due in large part for poachers' tendency to hunt them for their horns, but unicorns are often rumored to have a weakness for those who are pure of both heart and spirit. Despite some tales, unicorns are equally likely to recognize purity in young men as in young women.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


Creatures of the First World are called the fey.