Greywolf's Warcraft Fan Site

Monsters

Couatl - Imp - Snap Dragon - Succubus - Unicorn - Wind Serpent

Previous Next

Zhevra (Lesser Unicorn) - Unicorn - Dark Unicorn
ZHEVRA (LESSER UNICORN)
  Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 14 (-1 size, +1 Agy, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+10
Attack: Horn +5 melee (1d8+3)
Full Attack: 2 hooves +5 melee (1d4+3), bite +0 melee (1d3+1), and horn +0 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks:  
Special Qualities: Low-light vision, resistance to poison, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 16, Agy 13, Sta 17, Int 2, Spt 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Plains of Kalimdor (Barrens)
Organization: Herd (2-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large)
Level Adjustment: -

Barrens Zhevra Charger Zhevras are wild, horse-like creatures that roam the Barrens in herds. They are distinct from horses for their striped hides - in bold patterns of white contrasted with black or very dark brown - but also for the single, slightly curved horn that protrudes from a zhevra's head, cloven hooves, and a tufted tail. These creatures are distant, non-magical kin to unicorns, and exemplify this heritage in the form of a very hardy resistance to toxins and diseases (which comes in handy in some parts of the Barrens).

Carrying Capacity: A light load for a zhevra is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A zhevra can drag 3,450 pounds.

COMBAT
Zhevras have keen senses of smell, and if one catches a whiff of a potential predator, the whole herd soon breaks into a stampede - though, if surrounded by enemies, sometimes older zhevras will form a defensive circle around the young. If cornered, a zhevra will fight with its stamping hooves, sharp bite, and even with its piercing horn.

Resistant to Poison (Ex): Zhevras have a +4 racial bonus to saves against poisons.


UNICORN
  Large Magical Beast
Hit Dice: 4d10+20 (42 hp)
Initiative: +3
Speed: 60 ft. (12 squares)
Armor Class: 18 (-1 size, +3 Agy, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +4/+13
Attack: Horn +11 melee (1d8+8)
Full Attack: Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks:  
Special Qualities: Healing, immunity to poison, low-light vision, scent, spell resistance 14, wild empathy
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 20, Agy 17, Sta 21, Int 10, Spt 21, Cha 24
Skills: Jump +21, Listen +11, Stealth +9, Spot +11, Survival +5
Feats: Alertness, Run
Environment: Temperate Forests (Quel'Thalas)
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Lawful neutral or good
Advancement: 5-8 HD (Large)
Level Adjustment: +4 (cohort)

Quel'Thalas Unicorn According to legend, when the Queldorei were exiled to the northernmost part of the Eastern Kingdoms, and they settled in the land that came to be known as Quel'Thalas, they found a small number of beasts - distant relatives of the zhevras found in distant Kalimdor - that had adapted to life in the verdant forests. These creatures possessed remarkable intelligence for beasts, compared to that of their western cousins, and also possessed a certain sensitivity to arcane powers. The Queldorei, separated from much of the power they once held, approached some of these creatures, not quite taming them, but nonetheless enlisting their help to carve out a new homeland for themselves. Thus began a close relationship between the high elves and the creatures that humans knew only in legend as "unicorns" - and through close association with the energies of the Sunwell, unicorns over time changed, becoming truly magical beasts.

Unicorns possess a sort of bestial intellect that is in some respects the equal of an average human, but is still at the same time that of a wild animal. Many unicorns understand Thalassian, and even a few may have picked up a few words of Common, though they cannot speak except through the intervention of such spells as speak with animals. Unicorns have a strong sense of honor and obligation, particularly to those who descend from the Quel'dorei. They sometimes consent to serve as mounts for high elves and blood elves, though they are still proud creatures, and would consider it a breach of trust if harnessed up to pull a wagon, or asked to perform lowly "horse tricks" (such as stamping a hoof on the ground to indicate "yes" or "no").

In appearance, unicorns are horse-like creatures (but would usually take insult at the comparison), slender but sturdily built, each sporting a long, curved horn sprouting from its forehead, cloven hooves, and a tufted tail. Their hides are white, occasionally with faintly golden, bluish, violet or even pinkish casts. Their manes are typically bright white as well, though occasionally found in darker colors. Males sport a beard, the same color as their manes.

A typical adult unicorn is 8 feet in length, 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than the males.

Carrying Capacity: A light load for a unicorn is up to 399 pounds; a medium load, 400–798 pounds; and a heavy load, 799–1,200 pounds. A unicorn can drag 6,000 pounds.

COMBAT
Unicorns normally attack only when defending themselves or their forests. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the unicorn.

Healing (Sp): A unicorn may spontaneously cast cure spells as if it were a healer of level equal to its number of hit dice, touching the recipient (or itself) with its horn as its somatic component, and not requiring a verbal component. Its spell slots per day should be calculated as for a healer of equal level - but these slots can only be expended for cure spells. A 4 hit-die unicorn, therefore, can cast 5 cure minor wounds (DC 17) , 5 (3 + 2 bonus) cure light wounds (DC 18), and 3 (2 + 1 bonus) cure moderate wounds (DC 19) per day, as if it were a 4th level healer. (It does not get "domain spells", but it does get bonus spells based on its high Spirit.) The saves are Charisma-based.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.

Skills: Unicorns have a +4 racial bonus on Stealth checks.


DARK UNICORN
  Large Magical Beast
Hit Dice: 4d10+20 (42 hp)
Initiative: +3
Speed: 60 ft. (12 squares)
Armor Class: 18 (-1 size, +3 Agy, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +4/+13
Attack: Horn +11 melee (1d8+8)
Full Attack: Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks:  
Special Qualities: Darkvision 60', harming, immunity to poison, low-light vision, scent, spell resistance 14, unnatural aura
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 20, Agy 17, Sta 21, Int 10, Spt 21, Cha 24
Skills: Jump +21, Listen +11, Stealth +9, Spot +11, Survival +5
Feats: Alertness, Run
Environment: Plaguelands
Organization: Solitary or pair
Challenge Rating: 4
Treasure: None
Alignment: Usually lawful evil
Advancement: 5-8 HD (Large)
Level Adjustment: +4 (cohort)

Dark Unicorn After the corruption of the Sunwell and the fall of Quel'Thalas, few of the original unicorns survived - and even fewer survived unchanged by these events. Many of the unicorns have been corrupted - either during their time spent trying to survive in the blighted lands ravaged by the Scourge, or else while in the service of blood elves who have turned to dark means to acquire the arcane energies they hunger for. These unicorns, corrupted by fel energies, have changed markedly in appearance and in power. They are visually distinct in that their hides are deep black (sometimes with iridescent sheens of blood red, blue, or violet), their manes are fiery red or even more unnatural colors, and their eyes glow fiery red or arcane green.

As with their lighter-hued kin, a typical adult dark unicorn is 8 feet in length, 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than the males.

Carrying Capacity: A light load for a dark unicorn is up to 399 pounds; a medium load, 400–798 pounds; and a heavy load, 799–1,200 pounds. A dark unicorn can drag 6,000 pounds.

COMBAT
Dark unicorns can be unpredictable, depending upon their circumstances. Some dark unicorns encountered in the blighted wild have been driven mad - attacking anything living (or unliving) that crosses their paths. Some dark unicorns have been conscripted into the service of the Scourge or other dark powers - or have given over their allegiance willingly. In combat, they either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the unicorn. If faced with a heavily armored opponent, a dark unicorn will resort to its harming ability, simply touching a foe to inflict dire wounds.

Harming (Sp): A dark unicorn may spontaneously cast inflict spells as if it were a healer of level equal to its number of hit dice, making a touch attack with its horn, and not requiring a verbal component. Its spell slots per day should be calculated as for a healer of equal level - but these slots can only be expended for inflict spells. A 4 hit-die dark unicorn, therefore, can cast 5 inflict minor wounds (DC 17), 5 (3 + 2 bonus) inflict light wounds (DC 18), and 3 (2 + 1 bonus) (DC 19) inflict moderate wounds per day, as if it were a 4th level healer. (It does not get "domain spells", but it does get bonus spells based on its high Spirit.) The spell saves are Charisma-based.

Unnatural Aura (Su): Ordinary animals are disturbed and frightened by the unnatural, fel nature of the corrupted unicorn. Ordinary animals receive a +6 circumstance bonus to detect the dark unicorn. The dark unicorn also gains a +6 circumstance bonus to Intimidate checks against ordinary animals. (This does not apply to magical beasts, or to shapeshifters merely assuming an animal form.)

Skills: Dark unicorns have a +4 racial bonus on Stealth checks.


Couatl - Imp - Snap Dragon - Succubus - Unicorn - Wind Serpent

Previous Next







World of Warcraft™ and Blizzard Entertainment® are all trademarks or registered trademarks of Blizzard Entertainment in the United States and/or other countries. These terms and all related materials, logos, and images are copyright © Blizzard Entertainment. This site is in no way associated with or endorsed by Blizzard Entertainment®.

The d20 System™ is a trademark of Wizards of the Coast, Inc., a subsidary of Hasbro, Inc. in the United States and/or other countries. The d20 system and all related terms are copyright © Wizards of the Coast. This site is in no way associated with or endorsed by Wizards of the Coast, Inc. or Hasbro, Inc.

All other artwork on this site, not otherwise a property of Blizzard Entertainment or Wizards of the Coast, unless specified otherwise, is copyright © T. Jordan Peacock (aka "Jordan Greywolf").