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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Conversion of System Rules Document monster information to XML format Copyright 2001 John Hanju Kim.
Umber Hulk
SizeAndType: Large Aberration
HitDice: 8d8+32 (68)
Initiative: +1 (Dex)
Speed: 20 ft., burrow 20 ft.
ArmorClass: 17 (-1 size, +1 Dex, +7 natural)
Attacks: 2 claws +11 melee, bite +9 melee
Damage: Claw 2d4+6, bite 2d8+3
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Confusing gaze
SpecialQualities: Tremorsense
Saves: Fort +6, Ref +3, Will +6
Abilities: Str 23, Dex 13, Con 19, Int 9, Wis 11, Cha 13
Skills: Climb +17, Jump +14, Listen +11
Feats: Multiattack
ClimateAndTerrain: Any underground
Organization: Solitary or cluster (2-4)
ChallengeRating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Description
General

Umber hulks speak their own language.

Combat

Despite its great bulk, the umber hulk is intelligent. When brute force won't overcome an enemy, it is more than capable of outthinking those who assume it to be a stupid beast. Umber hulks often use their tunneling ability to create deadfalls and pits for the unwary.

Special Ability

Confusing Gaze (Su): Confusion as cast by an 8th-level sorcerer, 30 feet, Will negates DC 15.

Special Ability

Tremorsense (Ex): Umber hulks can automatically sense the location of anything within 60 feet that is in contact with the ground.

Unicorn
SizeAndType: Large Magical Beast
HitDice: 4d10+20 (42)
Initiative: +3 (Dex)
Speed: 60 ft.
ArmorClass: 18 (-1 size, +3 Dex, +6 natural)
Attacks: Horn +11 melee, 2 hooves +3 melee
Damage: Horn 1d8+8, hoof 1d4+2
FaceAndReach: 5 ft. by 10 ft./5 ft. (10 ft. with horn)
SpecialQualities: Magic circle against evil, spell-likeabilities, immunities
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24
Skills: Animal Empathy +11, Listen +11, Move Silently +9, Spot+11, Wilderness Lore +9*
Feats: Alertness
ClimateAndTerrain: Temperate forest
Organization: Solitary, pair, or grace (3-6)
ChallengeRating: 3
Treasure: None
Alignment: Always chaotic good
Advancement: 5-8 HD (Large)
Description
General

Evil and unscrupulous beings sometimes hunt a unicorn for its horn, which can fetch up to 2,000 gp, for use in various healing potions and devices.

Unicorns speak Sylvan and Common.

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.

Special Ability

Magic Circle against Evil (Su): This ability continuously duplicates the effects of the spell. The unicorn cannot suppress this ability.

Special Ability

Spell-Like Abilities: Unicorns can detect evil at will as a free action. Once per day a unicorn can use teleport without error to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside. A unicorn can use cure light wounds three times per day and cure moderate wounds once per day, as cast by a 5th-level druid, by touching a wounded creature with its horn. Once per day it can use neutralize poison, as cast by an 8th-level druid, with a touch of its horn.

Special Ability

Immunities (Ex): Unicorns are immune to all poisons and to charm and hold spells or abilities.

Skills: *Unicorns receive a +3 competence bonus to Wilderness Lore checks within the boundaries of their forest.