HALF-UNICORN
Half-unicorn creatures are
always more formidable than others of their kind that do not have “unicorn” blood,
and their appearance betrays their nature—fur, equine features, soft black
eyes, hoved feet, and large feathered wings. Half “unicorns” are not in fact 50% common
white unicorn (Cornigerequus silva
albus). To
spite their love of virgins the common unicorn interests have nothing to do
with sex itself. Nor are they even the
children the lesser known common black unicorn (Cornigerequus
silva
CREATING A HALF-UNICORN
“Half-unicorn ” is an
inherited template that can be added to any living, corporeal creature
(referred to hereafter as the base creature).
A half-unicorn uses all the
base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to magical beast. Size is
unchanged. Do not recalculate base attack bonus or saves.
Hit Dice: Are unchanged
Speed: A half-unicorn have wings and can fly at twice its
base land speed (maximum 120 ft.) with good maneuverability.
Armor Class: Natural armor improves by +3.
Attack: A half-unicorn have two dire claw attacks and a
devastating bite attack, and the claws are the primary natural weapon. If the
base creature can use weapons, the half-unicorn retains this ability. A
half-unicorn fighting without weapons uses a claw when making an attack action.
When it has a weapon, it usually uses the weapon instead.
Full Attack: A half-unicorn fighting without weapons uses both
claws and its bite when making a full attack. If armed with a weapon, it
usually uses the weapon as its primary attack and its bite as a natural
secondary attack. If it has a hand free, it uses a claw as an additional
natural secondary attack.
Damage: Half-unicorns have a large horn granting them a gore
attack. If the base creature does not have this attack form, use the damage
values in the table below. Otherwise, use the values below or the base
creature’s damage values, whichever are greater.
|
Size |
Gore Damage |
|
Fine |
– |
|
Diminutive |
1 |
|
Tiny |
1d2 |
|
Small |
1d4 |
|
Medium |
1d6 |
|
Large |
1d8 |
|
Huge |
2d6 |
|
Gargantuan |
3d6 |
|
Colossal |
4d6 |
Special Attacks: A half-unicorn retains all the special attacks of the
base creature and gains one of two other abilities based on the breed.
Touch of Life or Touch of Death (ex):
The half unicorns can channel positive or negative energy. The whites can channel positive energy. Blacks channel negative energy. With a touch attack against a creature within
25ft + 5ft/2HD. Much like lay on hands the amount damaged healed
or inflicted is equal to HD+Spirit modifier. The creature receives a will save DC 10+1/2
HD+ Constitution Modifier.
Touch of Fire or Touch of Cold (su): The unarmed attack of half unicorns is innately
magical. The fieries’s
unarmed attacks deals and additional 1d6 fire damage. The icies’s unarmed
attacks deals and additional 1d6 cold damage.
Both kinds may focus this into a ray which deals to 1d6/2 HD that
extends to a maximum of 5ft/HD with a concentration check DC 10+1/ 5ft. He or she must wait 1d6 rounds before using
this ability again.
Spell-Like
Abilities: A
half-unicorn with an Intelligence or Wisdom score of 8 or higher has two or
more spell-like abilities, depending on its Hit Dice, as indicated on the table
below. The abilities are cumulative
Unless
otherwise noted, an ability is usable once per day. Caster level equals the
creature’s HD, and the save DC is Charisma-based.
|
Hit Dice |
Unicorn
Varity |
||||
|
Icy Blacks |
Icy Whites |
|
Fiery Blacks |
Fiery Whites |
|
|
1–2 |
Produce
Cold 3/day |
Produce
Cold 3/day |
|
Produce Flame
3/day |
Produce Flame
3/day |
|
3–4 |
Freezing
Ray |
Freezing
Ray |
|
Scorching Ray |
Scorching Ray |
|
5–6 |
Poison |
Neutralize
poison |
|
Poison |
Neutralize
poison |
|
7–8 |
Teleport |
Teleport |
|
Teleport |
Teleport |
|
9–10 |
Coldball 3/day |
Coldball 3/day |
|
Fireball 3/day |
Fireball 3/day |
|
11–12 |
Unholy
blight, Order’s Wrath |
Holy smite,
Order’s Wrath |
|
Unholy blight,
Chaos Hammer |
Holy smite,
Chaos Hammer |
|
13–14 |
Ice storm,
Teleport 2/day |
Ice storm,
Teleport 2/day |
|
Fire Shield,
Teleport 2/day |
Fire Shield,
Teleport 2/day |
|
15–16 |
Blasphemy,
Dictum |
Holy word,
Dictum |
|
Blasphemy,
Word of Chaos |
Holy word,
Word of Chaos |
|
17–18 |
Unholy
aura, Shield of Law |
Holy aura,
Shield of Law |
|
Unholy aura 3/day, Cloak of Chaos |
Holy aura 3/day, Cloak of Chaos |
|
19–20 |
Greater Teleport,
Teleport 3/day |
Greater Teleport,
Teleport 3/day |
|
Greater Teleport,
Teleport 3/day |
Greater Teleport,
Teleport 3/day |
Special Qualities: A half-unicorn has all the special qualities of the
base creature, plus darkvision out to 60 feet and low-light
vision. A half-unicorn has a DR and an energy resistances and immunity based on
its breed.
|
Hit Dice |
Unicorn
Varity |
||||
|
Icy Blacks |
Icy Whites |
|
Fiery Blacks |
Fiery Whites |
|
|
1–2 |
DR 1/Magic or
Silver |
DR 1/Magic or
Silver |
|
DR 1/Magic or
Cold Iron |
DR 1/Magic or
Cold Iron |
|
3–4 |
Resistance
cold 10 |
Resistance
cold 10 |
|
Resistance fire
10 |
Resistance fire
10 |
|
5–6 |
DR 5/ Magic
or Silver |
DR 5/ Magic
or Silver |
|
DR 5/ Magic or
Cold Iron |
DR 5/ Magic or
Cold Iron |
|
7–8 |
Resistance
cold 25 |
Resistance
cold 25 |
|
Resistance fire
25 |
Resistance fire
25 |
|
9–10 |
DR 10/Good or
Silver |
DR 10/Evil or
Silver |
|
DR 10/Good or
Cold Iron |
DR 10/Evil or
Cold Iron |
|
11–12 |
Unarmed
attack is Dharmic and Evil |
Unarmed
attack is Dharmic and Good |
|
Unarmed attack is
Willful and evil |
Unarmed attack is
Willful and good |
|
13–14 |
DR 10/Good
& Silver |
DR 10/Evil
& Silver |
|
DR 10/Good &
Cold Iron |
DR 10/Evil &
Cold Iron |
|
15–16 |
Resistance
cold 50 |
Resistance
cold 50 |
|
Resistance fire
50 |
Resistance fire
50 |
|
17–18 |
DR 15/Good
& Silver |
DR 15/Evil
& Silver |
|
DR 15/Good &
Cold Iron |
DR 15/Evil &
Cold Iron |
|
19–20 |
Cold Immunity |
Cold Immunity |
|
Fire Immunity |
Fire Immunity |
Naturally Psionic:
Half-unicorn are all naturally psionic and gain 4
bonus power points.
Abilities: Increase from the base creature as follows: Str +6, Dex +4, Con +4,
Skills: A half-unicorn gains skill points as a unicorn and has skill points equal to (6 + Int modifier) x(HD + 3). Do
not include Hit Dice from class levels in this calculation—the half-unicorn
gains unicorn skill points only for its
racial Hit Dice, and gains the normal amount of skill points for its class
levels. Treat skills from the base creature’s list as class skills, and other
skills as cross-class.
Environment: Same as either the base creature or the unicorn variety.
Challenge Rating: Same as the base creature + 2 (minimum 3).
Alignment: Same as the unicorn
variety.
Level Adjustment: Same as base creature +4.