(Generated 42 times)
Namelist None
Rank Skilled
Race Unicorn
Cult rank None
Notes Heal Wound by touching. A monoceros superficially resembles a unicorn. It is much larger, however, and has a coal black hide, golden mane, and powerful build. Its horn is longer, and both horn and hide flicker with lightning. Unlike their lesser brothers, monoceri are fearsome and aggressive. They roam the Other Side, contemptuous of all but the most dangerous foes. They are at least as intelligent as humans, but only cooperate with mortals if there is an overwhelmingly good reason to do so. Normally, they chase off or fight any humans or unnatural creatures they encounter. When faced with a foe, a monoceros will stamp its hooves, bellow, and toss its horn in an attempt to frighten off the opponent. If this fails, it will charge forward and thrust with its horn (augmenting its Butt attack with its Charge at Foe ability). If an attack from a distance is more appropriate, the monoceros will flick deadly lightning bolts from its horn.
STR 3d6+16
CON 3d6+16
SIZ 3d6+16
DEX 3d6+3
INT 2d6+6
POW 2d6+12
CHA 3d6+6
D20Hit locationArmor
01-03 Right Rear Leg 3
04-06 Left Rear leg 3
07-09 Hindquarters 3
10-12 Forequarters 3
13-15 Right Front Leg 3
16-18 Left Front Leg 3
19-20 Head 3
Movement 6
Natural armor Yes

Non-random features

Ability ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (RQ6: pg 312-316)
Ability ***Life Sense*** Aware of any form of within a Willpower number of metres. Perception roll and touch - learns injuries, Fatigue level and if poisoned or diseased
Ability ***Immunity to disease***
Ability ***Night Sight*** Partial darkness as illuminated and darkness as partial darkness. (RQ6: pg 312-316)
Ability ***Immunity to poison***
Ability ***Intimidate*** May intimidate opponents as a prelude to combat or to avoid it altogether. Unopposed Willpower roll - a failure - spend the next round moving farther from creature. Fumble - flee at max speed. A critical ignore intimidation during that encounter. Continues for as long as the creature continues to act in a threatening manner
Ability ***Trample*** - Roll on Athletics to trample beings with up to half its SIZ. Damage = 2x creature’s base Damage Modifier. Increases the Size of the attack by one step. If immobile may trample a prone opponent by using an Action Point. Trample is Free Action if moving or charging over an opponent

Standard skills

Athletics STR+DEX+5d10+10 Brawn STR+SIZ+4d10 Endurance CON+CON+6d10+30
Evade DEX+DEX+6d10+20 Perception INT+POW+5d10+10 Stealth DEX+INT+9d10
Willpower POW+POW+5d10+10

Magic skills

Folk Magic POW+CHA+9d10

Combat styles

Ferocious PuritySTR+DEX+7d10+10

Weapon options

1-handed weapons

Amount: 2
Horn (1)
Kick (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0
Throw Lightning (1)


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Horn 1h-melee 2d6 M M - Impale + 1d6 electic damage Y Y 0 0 Head
Kick 1h-melee 1d6 L M - Bash, Stun Y Y 3 8 Legs
Throw Lightning ranged 1d6 L L - Metal armor no protection Y N 6 12 12

Folk spells

Amount: 10
SpellProb.   SpellProb.   SpellProb.   SpellProb.   
Avert 1 Calm 1 Deflect 1 Find 1
Glamour 1 Light 1 Pathway 1 Pierce 1