Dragon Magazine

Unicorn, New Species I

Nouvelles espèces de Licorne I

Dragon #190



 AlicornBayBlackBrownCunnequineFaerie
 AlicorneBaieNoireBruneCunéquineFéerique
Climate/Terrain:Temperate WoodlandsAny/SubterraneanAnyDesertWoodlandsWoodlands
Frequency:RareRareRareRareRareVery rare
Organization:FamilySolitarySolitaryHerdFamilyFamily
Activity Cycle:DayAnyNightDayDayDay
Diet:HerbivoreOmnivoreCarnivoreHerbivoreHerbivoreHerbivore
Intelligence:AverageLow (5-7)AverageVeryAverageAverage
Treasure:XUNilNilXX ×2
Alignment:Chaotic GoodNeutral EvilChaotic EvilNeutralLawful GoodNeutral

No. Appearing:1-6111-101-61-6
Armor Class:212322
Movement:241824182430
Hit Dice:4+46+46+43+44+44+4
THAC0:171515171717
No. of Attacks:333333
Damage/Attack:1-6/1-6/1-101-6/1-6/1-121-8/1-8/2-161-4/1-4/1-81-6/1-6/1-121-6/1-6/1-12
Special Attacks:See belowSee belowSee belowSee belowSee belowSee below
Special Defenses:See belowSee belowSee belowSee belowSee belowSee below
Magic Resistance:20%Nil30%Nil20%20%
Size:LLLLLL
Morale:Elite (13-14)Steady (11-12)ChampionElite (13-14)Elite (13-14)Champion
XP Value:2,0002,0006,0006501,4002,000

The AD&D Monstrous Compendium entry for the unicorn should be consulted briefly before reading through this material, to see how the basic creature was developed here into 12 new strains. A unicorn, as most gamers know, appears to be a white horse with cloven hooves, a single ivory-colored horn (2-3 long) growing from its forehead, and, on males, a white beard. For our purpose, the regular unicorn is here called a sylvan unicorn. All unicorns, including those described here unless otherwise noted, have the following attributes: A unicorn can sense enemies at a 240- yard range, moving so silently that foes take a -6 penalty to be surprised. It can kick with its front hooves and thrust with its horn once per round, or it can charge into battle using its horn as a lance. To make this charge, there must be at least 30' of distance between the unicorn and its opponent. Opponents struck by a charging unicorn suffer 3-36 hp damage from impaling. The horn always gains a +2 bonus to hit, regardless of how it is used. Unicorns may not attack with their front hooves in the round they charge. Once each day, a unicorn can cast a limited teleport spell that will take it and any rider it has up to 360 yards away in an instant. Unicorns cannot be magically charmed or held. They are immune to death spells and make all their saving throws against spells and spell-like powers as if they were wizards of the 11th level. Unicorns are immune to poison.

Alicorn

An alicorn is exactly like a sylvan unicorn, but with a gnarled and twisted horn.

Combat: Alicorns can use three charm person spells per day. These spells are cast at the 11th level. Those failing to make their saving throws will fight to the death to protect the alicorn from harm. Alicorns can walk on air as if it were solid, running through the air or galloping a few inches above bodies of water.

Habitat/Society: Alicorns are identical in habitat and society to sylvan unicorns. This may account for the fact that the two are often mistakenly classed as being of the same race.

Ecology: Alicorns are on good terms with and respect the territories of sylvan unicorns, cunnequines and faerie unicorns. The alicorn is otherwise identical in ecology to the sylvan unicorn.

Bay unicorn

Bay unicorns are chestnut-colored, with glowing red eyes.

Combat: Bay unicorns (called “pyrocorns” by some sages) can use the following spells each once per day: burning hands (from horn), heat metal, pyrotechnics, produce flame, fireball, produce fire. These spells are cast at the 11th level, with spell effects generally emanating from the horn. Bay unicorns are immune to the effects of fire, heat, and smoke, either magical or mundane.

Habitat/Society: Bay unicorns mate once per year, then go their separate ways. The young are protected by their mother until they are six months old, then are left to fend for themselves.

Bay unicorns make their homes in underground labyrinths, caverns, dungeon complexes, mines, and volcanic tunnel passages that do not go deeper than a few hundred feet. They feed upon the fungi and small creatures that can be found in underground areas. They mark the walls of their subterranean territory in the same way that sylvan unicorns mark trees in their forests. Rangers may be confused to find a unicorn's mark deep beneath the earth, but they will be even more surprised to find that the unicorn in question is both evil and omnivorous. Pyrocorns can be ridden by exceptionally evil females who have an affinity for fire magic or who worship a god of fire.

Ecology: The horn of a bay unicorn can be used to create potions of fire breath. They ferociously attack any trespassers they find in their domains, yet they will not descend into the depths.

Black unicorn

Black unicorns are glossy jet creatures with completely black eyes. They are sometimes called nightmares, causing confusion with the outer-planes monster.

Combat: Because of the magical nature of black unicorns, they can see perfectly out to 300' in the absence of all light, even in the area of effect of a darkness spell. Black unicorns cannot well stand any light and thus have a -1 to saving throws against effects that blind or dazzle the eyes. They suffer a -4 to all attack rolls in daylight, being effectively blinded.

Black unicorns continually radiate a silence, 15' radius effect. They can cast darkness, 15' radius and invisibility spells on themselves, three times each per day. Black unicorns can teleport in a manner similar to sylvan and other unicorns, but they can only do so in the dark (e.g., on moonless nights or in deep shadows, in unlit rooms, or in darkness spells).

The horn of a black unicorn is poisonous; anyone struck by it must make a saving throw vs. poison or be paralyzed. The paralysis lasts for three days; if the poison is not neutralized by the third day, the victim dies of heart failure.

Habitat/Society: Black unicorns have loose family habits similar to the pyrocorns'. They do not mark out any particular territory but continually wander from place to place (often invisibly) causing havoc. They may be ridden by exceptionally evil fighters or thieves of either sex.

Ecology: These monsters are extremely evil and have sharp canine teeth. They are carnivorous creatures who prefer to eat their meat while it is still alive. A black unicorn's horn can be used to brew extremely virulent poisons that kill their imbibers within one round if a saving throw vs. poison is failed or cause paralysis for 1-3 hours if the save is successful.

Brown unicorn

Brown unicorns are unicorns with light brown body hair and dark-brown tails, horns, and eyes.

Combat: Brown unicorns communicate with each other mentally. They have magical (nonpsionic) telepathy (applicable only to all other brown unicorns within range) and ESP (which reaches all other beings, one person per round) out to a 60' radius; both powers operate continuously. They can cast a special sleep spell three times per day; this spell is exactly like the wizard spell but it affects at least one creature regardless of level. The spell works normally against creatures of 4+4 HD or less, but creatures of higher levels are allowed a saving throw vs. spells to avoid being put to sleep. Brown unicorns are never surprised, thanks to their mental talents, unless they are attacked at long range by missile fire.

Habitat/Society: Brown unicorns (“roanicorns”, as some call them) have a herd mentality. Each herd has one stallion and several mares. Stallions mark out their territories by placing a “mental barrier” along the borders of their territories. This beacon alerts other brown unicorns or psionically sensitive creatures that have crossed into the brown unicorn's demesnes, but does not hinder them. Brown unicorns sometimes bury themselves in sand on especially hot desert days. They can be ridden by maidens of any human or demihuman race who are pure of heart.

Ecology: These gentle creatures are herbivores that live on desert flowers, cacti, and sparse desert grasses. They can go for up to four days without food or water.

A brown unicorn's horn can be used to manufacture a special sleeping potion. Any character who drinks this potion is placed into suspended animation that is permanent until dispelled. A successful saving throw vs. poison negates this effect.

Cunnequine unicorn

A cunnequine is similar to a sylvan unicorn except that it is more silvery in color than white.

Combat: A cunnequine has all the abilities of a sylvan unicorn, though it has one other attack form. Once per day, the cunnequine can affect one creature as if he had donned a helm of opposite alignment. The victim must be touched by the cunnequine's horn without damage, and it is allowed a saving throw vs. spells at +2 to avoid this effect.

A cunnequine can also affect undead and conjured creatures as if it were a priest of 11th level turning undead. A turn effect causes conjured creatures to be dismissed to their home plane.

Habitat/Society: Cunnequines are identical in habitat and society to sylvan unicorns, except that they are more lawful in nature. Cunnequines are thus more likely to attack hunters and predators who harm living things native to the cunnequine's territory.

Ecology: Cunnequines are identical in ecology to sylvan unicorns.

Faerie unicorn

Faerie unicorns have a green tint to their white fur and horns, and all have bright green eyes. They are smaller than other unicorns (3-4' tall).

Combat: Faerie unicorns or faerie steeds are seldom seen. This is because they can blend into their backgrounds in a manner similar to a chameleon. They can do this at will, with results identical to a creature wearing a cloak of elvenkind. They share a sylvan unicorn's ability to move silently in natural terrain. Once per day, a faerie unicorn can cast the following spells: charm person or mammal, and animal summoning I, II, and III (four spells total).

Habitat/Society: Faerie unicorns are similar in habitat and society to sylvan unicorns. Their neutral nature causes them to shun outside contact; it is very unlikely that a faerie steed will attack hunters or predators in its territory. However, wanton or senseless destruction of the flora and fauna in a faerie steeds demesnes will raise its ire. Alternately, acts of courage in defense of the same lands often wins the faerie steed's gratitude.

Faerie steeds can be ridden by halflings, , elves, or other faerie denizens of either sex who prove themselves worthy.

Ecology: Faerie unicorns are identical in ecology to sylvan unicorns. Once every 100 years or so, a faerie steed will shed its horn to grow a new one. The horn regrows in 3-12 days. The discarded horns are prized by elves, because the horns can be crushed to produce the dye used in the manufacture of cloaks of elvenkind.