Encounters: Dales, Cormyr, Sembia - Hills
Unicorn (CR 3)
Large Magical Beast
Alignment: Always chaotic good
Initiative: +3 (Dex); Senses: darkvision 60 ft., low-light vision, scent, Listen +11, and Spot +11
AC: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Hit Dice: 4d10+20 (42 hp)
Fort +9, Ref +7, Will +6
Speed: 60 ft.
Space: 10 ft./5 ft.
Base Attack +4; Grapple +13
Attack: Horn +11 melee
Full Attack: Horn +11 melee and 2 hooves +3 melee
Damage: Horn 1d8+8, hoof 1d4+2
Special Attacks: -
Abilities: Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24
Special Qualities: magic circle against evil, spell-like abilities, immunity to poison, charm and compulsion, wild empathy
Feats: Alertness; Skill Focus (Survival)
Skills: Jump +21, Listen +11, Move Silently +9, Spot +11, and Survival +8*
Advancement: 5-8 HD (Large)
Climate/Terrain: Temperate forest
Organization: Solitary, pair, or grace (3-6)
Source: Monster Manual
Magic Circle against Evil (Su): This ability continuously duplicates the effects of the spell. The unicorn cannot suppress this ability.
Spell-Like Abilities: Unicorns can detect evil at will as a free action. Once per day a unicorn can use teleport without error to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.
A unicorn can use cure light wounds three times per day and cure moderate wounds once per day, as cast by a 5th-level druid, by touching a wounded creature with its horn. Once per day it can use neutralize poison, as cast by an 8th-level druid, with a touch of its horn.
Immunities (Ex): Unicorns are immune to all poisons and to charm and hold spells or abilities.
Skills: Unicorns receive a +3 competence bonus to Survival checks within the boundaries of their forest.
Unicorns normally attack only when defending themselves or their forests, They either charge, impaling foes with their horns like lances (see Charge), or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the unicorn.