Unicorn, Black

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Activity Cycle:Night
Intelligence:Average (8-10)
Alignment:Chaotic evil
No. Appearing:1
Armor Class:2
Hit Dice:6+4
No. of Attacks:3
Special Attacks:See below
Special Defenses:See below
Magic Resistance:30%
Morale:Champion (15-16)
XP Value:6,000

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.