08-24-2017, 03:05 PM
(This post was last modified: 08-24-2017, 03:05 PM by Fortheseen.)
Unicorn Family
Duplicorn
This magnificent beast looks like a huge white horse, but with black tufts of fur, and two spiraling horns on her brow.
CR 10 XP 9600
CN Huge Magical Beast
Init: +7; Senses Darkvision 60 ft., low-light vision, scent; Perception +18
AC 23, touch 16, flat-footed 20(+5 deflection, +3 dex, +7 natural, -2 size)
hp 126(12d10+60)
Fort +13, Ref +11, Will +7
DR 10/cold iron; Immune charm, compulsion, holy, poison
Speed 70 ft.
Melee Gore +12 (2d8+7 plus 1d6 holy), 2 Hooves +8(1d8+3 plus 1d6 holy)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 3d8+14 plus 2d6 holy)
Str 24, Dex 16, Con 20, Int 4, Wis 18, Cha 20
Base Atk +12; CMB +21; CMD 34(38 vs trip)
Feats Blind-Fight, Endurance, Improved Initiative, Multiattack, Run, Weapon Focus(gore)
Skills Acrobatics +15, Climb +20, Perception +18, Stealth +10, Survival +18; Racial Modifiers +3 Surivival
SQ magical hide, magical strike
Magical Hide(Ex)
A duplicorn adds her Charisma bonus as a deflection bonus to her Armor Class.
Magical Strike(Ex)
A duplicorn's gore attack is treated as a magic good weapon for the purposes of damage reduction.
Magmanir
This magnificent beast looks like a black horse, but with jagged bones as extra armor, brown tufts of fur, and an extremely long curved sickle-shaped horn on his brow. The magmanir are slightly taller versions of the mesmenir.
CR 5 XP 1600
CN Large Magical Beast
Init: +8; Senses Darkvision 60 ft., low-light vision, scent; Perception +11
AC 18, touch 13, flat-footed 14(+4 dex, +5 natural, -1 size)
hp 55(6d10+18)
Fort +8, Ref +9, Will +6
DR 5/cold iron; Resist Holy 5; Immune compulsion
Speed 60 ft.
Melee Gore +12(2d6+5), 2 Hooves +8(1d6+2); if horn is broken: Bite +11(1d8+5), 2 Hooves +8(1d6+2)
Range Sickle-horn +9 (1d8+5/x4)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d8+10), Sickle-horn Throwing (30 ft.)
Str 20, Dex 18, Con 16, Int 4, Wis 18, Cha 18
Base Atk +6; CMB +12; CMD 26(30 vs trip)
Feats Improved Initiative, Multiattack, Weapon Focus(horn)
Skills Acrobatics +10, Climb +12, Perception +11, Stealth +6, Survival +11; Racial Modifiers +3 Surivival
Sickle-horn Throwing(Ex)
The magmanir can throw his sickle-shaped horn at an arc towards his target up to 30 ft. This can hit all enemies that are within the throwing radius. These throws work like radius affects from the magmanir and their target hitting all foes between them on the outside of the circle. The horn always magically reappears on his brow unless destroyed. The horn has a hardness of 5 and 18 hp.
Mesmenir
This magnificent beast looks like a brown horse, but with jagged bones as extra armor, white tufts of fur, and an extremely long curved sickle-shaped horn on his brow.
CR 3 XP 800
CN Large Magical Beast
Init: +3; Senses Darkvision 60 ft., low-light vision, scent; Perception +9
AC 17, touch 12, flat-footed 14(+3 dex, +5 natural, -1 size)
hp 36(4d10+12)
Fort +7, Ref +7, Will +5
DR 5/cold iron; Resist Holy 5
Speed 60 ft.
Melee Gore +8(2d6+4), 2 Hooves +5(1d6+2); if horn is broken: Bite +7(1d8+4), 2 Hooves +5(1d6+2)
Range Sickle-horn +7 (1d8+4/x4)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d8+8), Sickle-horn Throwing (30 ft.)
Str 18, Dex 17, Con 16, Int 4, Wis 18, Cha 18
Base Atk +4; CMB +9; CMD 22(26 vs trip)
Feats Multiattack, Weapon Focus(horn)
Skills Acrobatics +8, Climb +9, Perception +9, Stealth +4, Survival +9; Racial Modifiers +3 Surivival
Sickle-horn Throwing(Ex)
The mesmenir can throw his sickle-shaped horn at an arc towards his target up to 30 ft. This can hit all enemies that are within the throwing radius. These throws work like radius affects from the mesmenir and their target hitting all foes between them on the outside of the circle. The horn always magically reappears on his brow unless destroyed. The horn has a hardness of 5 and 12 hp.
Nightmare
This eerie horse-like creature's skin is an inky blackness. Fire spurts from his hair and nostrils, his hooves spray sparks, and a single black horn on his forehead.
CR 5 XP 1600
CN Large Magical Beast
Init: +8; Senses Darkvision 60 ft., low-light vision, scent; Perception +11
AC 18, touch 13, flat-footed 14(+4 dex, +5 natural, -1 size)
hp 55(6d10+18)
Fort +8, Ref +9, Will +6
DR 5/cold iron; Resist Shadow 5; Imunne charm, compulsion, poison
Weakness Holy
Speed 60 ft.
Melee Gore +12(1d8+5), 2 Hooves +8(1d6+2 plus 1d4 fire)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d6+10)
Str 20, Dex 18, Con 16, Int 4, Wis 18, Cha 18
Base Atk +6; CMB +12; CMD 26(30 vs trip)
Feats Improved Initiative, Multiattack, Weapon Focus(horn)
Skills Acrobatics +10, Climb +12, Perception +11, Stealth +6, Survival +11; Racial Modifiers +3 Surivival
SQ magical strike
Magical Strike(Ex)
A nightmare's gore attack is treated as a magic evil weapon for the purposes of damage reduction.
Spiracorn
This magnificent beast looks like a white horse, but with brown tufts of fur, and two spiraling horns on her brow.
CR 7 XP 3200
CN Large Magical Beast
Init: +8; Senses Darkvision 60 ft., low-light vision, scent; Perception +13
AC 22, touch 17, flat-footed 18(+4 deflection, +4 dex, +5 natural, -1 size)
hp 78(8d10+32)
Fort +10, Ref +10, Will +6
DR 10/cold iron; Resist Holy 10; Immune charm, compulsion, poison
Speed 60 ft.
Melee Gore +12 (2d6+5 plus 1d4 holy), 2 Hooves +8(1d6+2 plus 1d4 holy)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 3d6+10 plus 2d4 holy)
Str 20, Dex 18, Con 18, Int 4, Wis 18, Cha 18
Base Atk +8; CMB +14; CMD 28(32 vs trip)
Feats Blind-Fight, Improved Initiative, Multiattack, Weapon Focus(gore)
Skills Acrobatics +12, Climb +14, Perception +13, Stealth +8, Survival +13; Racial Modifiers +3 Surivival
SQ magical hide, magical strike
Magical Hide(Ex)
A spiracorn adds her Charisma bonus as a deflection bonus to her Armor Class.
Magical Strike(Ex)
A spiracorn's gore attack is treated as a magic good weapon for the purposes of damage reduction.
Unicorn
This magnificent beast looks like a white horse, but with a single long ivory horn on her brow.
CR 3 XP 800
CN Large Magical Beast
Init: +3; Senses Darkvision 60 ft., low-light vision, scent; Perception +9
AC 15, touch 12, flat-footed 12(+3 dex, +3 natural, -1 size)
hp 36(4d10+12)
Fort +7, Ref +7, Will +5
DR 5/cold iron; Resist Holy 5; Imunne charm, compulsion, poison
Weakness Shadow
Speed 60 ft.
Melee Gore +8(1d8+4), 2 Hooves +5(1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d8+8), Sickle-horn Throwing (30 ft.)
Str 18, Dex 17, Con 16, Int 4, Wis 18, Cha 18
Base Atk +4; CMB +9; CMD 22(26 vs trip)
Feats Multiattack, Weapon Focus(horn)
Skills Acrobatics +8, Climb +9, Perception +9, Stealth +4, Survival +9; Racial Modifiers +3 Surivival
SQ magical strike
Magical Strike(Ex)
A unicorn's gore attack is treated as a magic good weapon for the purposes of damage reduction.
Duplicorn
This magnificent beast looks like a huge white horse, but with black tufts of fur, and two spiraling horns on her brow.
CR 10 XP 9600
CN Huge Magical Beast
Init: +7; Senses Darkvision 60 ft., low-light vision, scent; Perception +18
AC 23, touch 16, flat-footed 20(+5 deflection, +3 dex, +7 natural, -2 size)
hp 126(12d10+60)
Fort +13, Ref +11, Will +7
DR 10/cold iron; Immune charm, compulsion, holy, poison
Speed 70 ft.
Melee Gore +12 (2d8+7 plus 1d6 holy), 2 Hooves +8(1d8+3 plus 1d6 holy)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 3d8+14 plus 2d6 holy)
Str 24, Dex 16, Con 20, Int 4, Wis 18, Cha 20
Base Atk +12; CMB +21; CMD 34(38 vs trip)
Feats Blind-Fight, Endurance, Improved Initiative, Multiattack, Run, Weapon Focus(gore)
Skills Acrobatics +15, Climb +20, Perception +18, Stealth +10, Survival +18; Racial Modifiers +3 Surivival
SQ magical hide, magical strike
Magical Hide(Ex)
A duplicorn adds her Charisma bonus as a deflection bonus to her Armor Class.
Magical Strike(Ex)
A duplicorn's gore attack is treated as a magic good weapon for the purposes of damage reduction.
Magmanir
This magnificent beast looks like a black horse, but with jagged bones as extra armor, brown tufts of fur, and an extremely long curved sickle-shaped horn on his brow. The magmanir are slightly taller versions of the mesmenir.
CR 5 XP 1600
CN Large Magical Beast
Init: +8; Senses Darkvision 60 ft., low-light vision, scent; Perception +11
AC 18, touch 13, flat-footed 14(+4 dex, +5 natural, -1 size)
hp 55(6d10+18)
Fort +8, Ref +9, Will +6
DR 5/cold iron; Resist Holy 5; Immune compulsion
Speed 60 ft.
Melee Gore +12(2d6+5), 2 Hooves +8(1d6+2); if horn is broken: Bite +11(1d8+5), 2 Hooves +8(1d6+2)
Range Sickle-horn +9 (1d8+5/x4)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d8+10), Sickle-horn Throwing (30 ft.)
Str 20, Dex 18, Con 16, Int 4, Wis 18, Cha 18
Base Atk +6; CMB +12; CMD 26(30 vs trip)
Feats Improved Initiative, Multiattack, Weapon Focus(horn)
Skills Acrobatics +10, Climb +12, Perception +11, Stealth +6, Survival +11; Racial Modifiers +3 Surivival
Sickle-horn Throwing(Ex)
The magmanir can throw his sickle-shaped horn at an arc towards his target up to 30 ft. This can hit all enemies that are within the throwing radius. These throws work like radius affects from the magmanir and their target hitting all foes between them on the outside of the circle. The horn always magically reappears on his brow unless destroyed. The horn has a hardness of 5 and 18 hp.
Mesmenir
This magnificent beast looks like a brown horse, but with jagged bones as extra armor, white tufts of fur, and an extremely long curved sickle-shaped horn on his brow.
CR 3 XP 800
CN Large Magical Beast
Init: +3; Senses Darkvision 60 ft., low-light vision, scent; Perception +9
AC 17, touch 12, flat-footed 14(+3 dex, +5 natural, -1 size)
hp 36(4d10+12)
Fort +7, Ref +7, Will +5
DR 5/cold iron; Resist Holy 5
Speed 60 ft.
Melee Gore +8(2d6+4), 2 Hooves +5(1d6+2); if horn is broken: Bite +7(1d8+4), 2 Hooves +5(1d6+2)
Range Sickle-horn +7 (1d8+4/x4)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d8+8), Sickle-horn Throwing (30 ft.)
Str 18, Dex 17, Con 16, Int 4, Wis 18, Cha 18
Base Atk +4; CMB +9; CMD 22(26 vs trip)
Feats Multiattack, Weapon Focus(horn)
Skills Acrobatics +8, Climb +9, Perception +9, Stealth +4, Survival +9; Racial Modifiers +3 Surivival
Sickle-horn Throwing(Ex)
The mesmenir can throw his sickle-shaped horn at an arc towards his target up to 30 ft. This can hit all enemies that are within the throwing radius. These throws work like radius affects from the mesmenir and their target hitting all foes between them on the outside of the circle. The horn always magically reappears on his brow unless destroyed. The horn has a hardness of 5 and 12 hp.
Nightmare
This eerie horse-like creature's skin is an inky blackness. Fire spurts from his hair and nostrils, his hooves spray sparks, and a single black horn on his forehead.
CR 5 XP 1600
CN Large Magical Beast
Init: +8; Senses Darkvision 60 ft., low-light vision, scent; Perception +11
AC 18, touch 13, flat-footed 14(+4 dex, +5 natural, -1 size)
hp 55(6d10+18)
Fort +8, Ref +9, Will +6
DR 5/cold iron; Resist Shadow 5; Imunne charm, compulsion, poison
Weakness Holy
Speed 60 ft.
Melee Gore +12(1d8+5), 2 Hooves +8(1d6+2 plus 1d4 fire)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d6+10)
Str 20, Dex 18, Con 16, Int 4, Wis 18, Cha 18
Base Atk +6; CMB +12; CMD 26(30 vs trip)
Feats Improved Initiative, Multiattack, Weapon Focus(horn)
Skills Acrobatics +10, Climb +12, Perception +11, Stealth +6, Survival +11; Racial Modifiers +3 Surivival
SQ magical strike
Magical Strike(Ex)
A nightmare's gore attack is treated as a magic evil weapon for the purposes of damage reduction.
Spiracorn
This magnificent beast looks like a white horse, but with brown tufts of fur, and two spiraling horns on her brow.
CR 7 XP 3200
CN Large Magical Beast
Init: +8; Senses Darkvision 60 ft., low-light vision, scent; Perception +13
AC 22, touch 17, flat-footed 18(+4 deflection, +4 dex, +5 natural, -1 size)
hp 78(8d10+32)
Fort +10, Ref +10, Will +6
DR 10/cold iron; Resist Holy 10; Immune charm, compulsion, poison
Speed 60 ft.
Melee Gore +12 (2d6+5 plus 1d4 holy), 2 Hooves +8(1d6+2 plus 1d4 holy)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 3d6+10 plus 2d4 holy)
Str 20, Dex 18, Con 18, Int 4, Wis 18, Cha 18
Base Atk +8; CMB +14; CMD 28(32 vs trip)
Feats Blind-Fight, Improved Initiative, Multiattack, Weapon Focus(gore)
Skills Acrobatics +12, Climb +14, Perception +13, Stealth +8, Survival +13; Racial Modifiers +3 Surivival
SQ magical hide, magical strike
Magical Hide(Ex)
A spiracorn adds her Charisma bonus as a deflection bonus to her Armor Class.
Magical Strike(Ex)
A spiracorn's gore attack is treated as a magic good weapon for the purposes of damage reduction.
Unicorn
This magnificent beast looks like a white horse, but with a single long ivory horn on her brow.
CR 3 XP 800
CN Large Magical Beast
Init: +3; Senses Darkvision 60 ft., low-light vision, scent; Perception +9
AC 15, touch 12, flat-footed 12(+3 dex, +3 natural, -1 size)
hp 36(4d10+12)
Fort +7, Ref +7, Will +5
DR 5/cold iron; Resist Holy 5; Imunne charm, compulsion, poison
Weakness Shadow
Speed 60 ft.
Melee Gore +8(1d8+4), 2 Hooves +5(1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d8+8), Sickle-horn Throwing (30 ft.)
Str 18, Dex 17, Con 16, Int 4, Wis 18, Cha 18
Base Atk +4; CMB +9; CMD 22(26 vs trip)
Feats Multiattack, Weapon Focus(horn)
Skills Acrobatics +8, Climb +9, Perception +9, Stealth +4, Survival +9; Racial Modifiers +3 Surivival
SQ magical strike
Magical Strike(Ex)
A unicorn's gore attack is treated as a magic good weapon for the purposes of damage reduction.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.