Frightful Fridays! Gray Unicorn

Hello and welcome back to Frightful Fridays! After blowing the dust off this feature, I’ve got a monster for you. Appropriately enough for the dust metaphor, it’s a gray monster. The gray unicorn enforces true neutrality and is an effective combatant against creatures with extreme alignments.

I hope you enjoy the gray unicorn. I’ll be back this Friday with another monster, dual-statted for PF1 and PF2.

This large horse’s gray body matches the coloration of its mane, hooves, and tail, as well as the smooth horn jutting from its forehead.
Gray Unicorn      CR 5
XP 1,600
N Large fey
Init +4; Senses aura sight, low-light vision; Perception +17
17, touch 13, flat-footed 13 (+4 Dex, +4 natural, –1 size)
hp 52 (8d6+24)
Fort +7, Ref +10, Will +10
DR 5/aligned; Immune charm, compulsion
50 ft.
Melee gore +9 (1d8+6 plus prismatic touch), 2 hooves +7 (1d6+3) or
   touch +9 (prismatic touch), 2 hooves +7 (1d6+3)
Space 10 ft.; Reach 5 ft.
Spell-Like Abilities (CL 8th; concentration +13)
   Constant—aura sight[ACG]
   3/day—undetectable alignment (DC 16)
   1/day—break enchantment, fog cloud, hostile juxtaposition[UC] (DC 20), lesser prismatic spray* (DC 19)
22, Dex 19, Con 16, Int 17, Wis 18, Cha 21
Base Atk +4; CMB +11; CMD 25 (29 vs. trip)
Feats Alertness, Great Fortitude, Multiattack, Run
Skills Acrobatics +15 (+23 to jump), Bluff +16, Intimidate +13, Knowledge (local) +14, Knowledge (nature) +14, Perception +17, Sense Motive +17, Stealth +11 (+19 in fog and mist), Survival +12; Racial Modifiers +8 Stealth in fog and mist
Languages Common, Gnome, Sylvan
SQ alignment bane, magical strike
Environment any land
Organization solitary, pair, or level (3–8)
Treasure none
Alignment Bane (Su)
For each step that a gray unicorn’s alignment is away from its opponent’s alignment, the unicorn receives a cumulative +2 morale bonus on attack and damage rolls against that opponent. It also gains this bonus on Bluff, Perception, Sense Motive, and Survival checks against that opponent.
Magical Strike (Ex) A gray unicorn’s gore attack is treated as a magic cold iron weapon for the purposes of damage reduction.
Prismatic Touch (Su) As part of its gore attack or as a touch attack, a gray unicorn can affect its opponent as if it cast lesser prismatic spray which only affects the target.

Gray unicorns claim to have lived since the primordial beginnings of the universe, when everything was in balance. Since the time deities sprang into being and created beings in their own likenesses or based on whatever whim struck them, this balance has slid and shifted, sometimes over centuries and oftentimes in the blink of an eye. The unicorns view themselves as stewards of balance, and they act to remove creatures that contribute to an imbalance in alignment. They don’t bear any ill-will toward an individual creature with an extreme alignment, unless that creature is responsible for a massive reduction in creatures with the opposite alignment. Gray unicorns only make exceptions for fey creatures, with the strange (or conditioned) reasoning that fey look after themselves, and gnomes, who are related to fey. Their predisposition toward gnomes is strong to the point that they only allow gnomes to ride them.

Though gray unicorns appear to have a bland coloration, they are actually multihued. However, the unicorns exert control over their rainbow hues to swirl together into a murky shade. Occasionally, an observer might catch a glimpse of a bright patch of color “escaping” from the gray. Gnomes, perhaps owing to their connection to the unicorns, always see the cacophony of hues covering the unicorns.

A typical gray unicorn stands just under 5 feet tall at the shoulder, measures 7 feet in length, and weighs 1,000 pounds.

Lesser Prismatic Spray
School evocation; Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range 30 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw see text; Spell Resistance yes
This spell causes seven shimmering, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 4 HD or less are automatically blinded for 1d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.

1d8        Color of Beam   Effect
1            Red       10 points of fire damage (Reflex half)
2            Orange 20 points of acid damage (Reflex half)
3            Yellow  40 points of electricity damage (Reflex half)
4            Green   Poison (Frequency 1/rd. for 6 rd.; Init. Effect unconsciousness; Sec. effect 1 Con/rd.; Cure 1 Fort save)
5            Blue      Slow (Will negates)
6            Indigo   Confusion (Will negates)
7            Violet    Jester’s jaunt[APG] (Will negates)
8            2 Rays   Roll twice more, ignoring any “8” results

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