Unicorn

(Tom Clare)

Although breathtakingly beautiful, this creature’s grace and majesty belies its nature: the unicorn is the most aggressive of beasts, maiming and trampling any creature that becomes the target of its ire. Nevertheless, the shaggy snow-white pelt, and deadly horn are prized by kings and great lords, and the man powerful and fortunate enough to catch and kill such an animal can expect great riches in return – no small feat, for the beast will always fight to the death.

Unicorns are almost impossible to hunt, leaving no tracks or traces even for dogs to follow. Happenstance or trickery are necessary in order to meet with such a beast.

Average Statistics

ATTACK 17 Hooves (d12, 7)
DEFENCE 6
MAGICAL ATTACK N/A
MAGICAL DEFENCE 8 Movement: 15m(32m)
EVASION 6
Health Points: 1d6+15 Rank Equivalent: 5th

?
STEALTH 22 Vision: Elfsight
PERCEPTION 18

Trampling

Unicorns may attempt to crush enemies by butting them off their feet, then trampling them. This requires a normal combat roll. On the subsequent round the trampled foe takes 2d6 damage, with armour giving no protection.

Charge

Unicorns usually charge into battle like bulls.

Treasure

A unicorn’s horn is supposed to possess wondrous qualities. If placed in a drink it immediately purifies any poison present. A cup carved from it cures the drinker of any disease.


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