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 niger).The ancient unicorns (Cornigerequus monoceros {in some circles they are simply known as monoceros}) which are much more closely related to the Re’em (Cornigerequus vetus) than the common unicorn.  There are four breeds of ancient unicorns.  The breeds have many differences but the most distinguishing are their coloring of black or white and their energies of fire or cold (fiery and icy.  In the common tongue (and in fact all urthian languages except ancient elvish) there is as of yet no words for these distinctly different breeds (due largely to their rarity and aversion to most humanoids). The Ancient elvish’s terms are Shelik (pl. Shelikivon) for fiery whites, Lawuekel (pl. Lawuekivon) or icy whites,  Heorkresh’el (pl. Heorkreshierry) icy blacks, and Treschelor (pl. Trescheierry).  The half unicorn has skin the same color as the fur of it’s unicorn parent.  The hair of the fieries is in fact made of a magical fire often one matching that of it’s skin or sometimes a violent red.  In contrast the hair of the icies is thick bluish mist.  The eyes of fieries can always glow with a wild light, often red, sometimes they burn.  

 

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, Wis +4, Spi +6, App+6

 

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.

 

 

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