Unicorn, Black (CR 3)
Large Magical Beast
Alignment: Always chaotic evil
Initiative: +3 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +12, and Spot +12
AC: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
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 +9 melee, bite +6 melee, 2 hooves +6 melee
Full Attack: Horn +9 melee, bite +6 melee, 2 hooves +6 melee
Damage: Horn 1d8+5; bite 1d8+2, hoof 1d4+2
Special Attacks/Actions: Inflict light wounds
Abilities: Str 20, Dex 17, Con 21, Int 14, Wis 21, Cha 28
Special Qualities: Teleport
Feats: Alertness; Multiattack; Weapon Focus (horn)
Skills: Intimidate +15, Listen +12, Move Silently +9, Spot +12, and Survival +11
Advancement: 5-8 HD (Large)
Climate/Terrain: Any forest and plain
Organization: Solitary, family (2-5), or legion (100-600, with evil female riders)
Treasure/Possessions: None
Source:
Monster Compendium: Monsters of Faerûn
Inflict Light Wounds (Sp): Three times per day a black unicorn can inflict light wounds by making a successful melee touch attack with its horn, dealing 1d8+4 points of damage. It can also use this ability when making a regular horn attack, but in this case a successful melee attack roll is required to inflict any damage.
Teleport (Su): Black unicorns can teleport without error (as the spell) once per day, taking themselves and their riders to any known location. They often use this ability to flee from a combat that is going against them, sometimes to the chagrin of their riders.
Black unicorns fight fiercely with their front hooves, horn, and sharp edged teeth. They seem to delight in inflicting as much pain and suffering as possible.