Unicorn, Zebracorn

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Climate/Terrain:Tropical/Savannah
Frequency:Very rare
Organization:Herd
Activity Cycle:Day
Diet:Herbivore
Intelligence:Average (8-10)
Treasure:Nil
Alignment:Neutral
No. Appearing:1-10
Armor Class:2
Movement:24
Hit Dice:4+4
THAC0:17
No. of Attacks:3
Damage/Attack:1-6/1-6/1-12
Special Attacks:See below
Special Defenses:See below
Magic Resistance:Nil
Size:L
Morale:Elite (13-14)
XP Value:975

Zebracorns are tropical unicorns with the black striping of zebras, though they are sleeker and not as stocky. They usually have doe-brown eyes.

Combat: A zebracorn can cast a color spray from its horn three times per day. It can also polymorph itself into any creature three times a day at will; this power is treated as if it were a polymorph self spell cast at the 11th-level of ability.

Habitat/Society: Zebracorns live in equatorial savannahs. Each herd generally contains one stallion and several mares. Being nomadic, they roam the savannah so that no one area becomes overgrazed. A zebracorn can be ridden by any being who proves itself friendly, though they can detect evil by touch and will immediately attack evil beings. They are unpredictable and willful (some say pig-headed).

Ecology: Zebracorns eat the coarse dry grass of the savannah. They generally stay out of fights that don't concern them, but one never knows what a zebracorn will do. The horn of a zebracorn can be used to brew potions of polymorph self. When in polymorphed form, a zebracorn generally takes the form of a muscular, hairless, black human with a warrior's bearing. Though the human-zebracorn carries no weapons, he or she can easily use any weapon it has ever seen a human use.