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Large Outsider (Good)
Hit Dice: 12d8+48 (102 hp)
Speed: 60 ft. (12 squares), fly 120 ft. (good)
Armour Class: 27 (–1 size, +4 Dex, +14 natural), touch 13, flat-footed 23
Base Attack/Grapple: +12/+22
Attack: Gore +17 melee (2d6+6)
Full Attack: Gore +17 melee (2d6+6), 2 slams +11 melee (1d6+3), bite +11 melee (1d8+3)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Charging gore, holy blaze
Special Qualities: Charm and compulsion, damage reduction 15/evil, darkvision 60 ft, fast healing 5, immunity to poison, low-light vision, magic circle against evil and law, outsider qualities, resistance to acid 20, cold 20 and electrical 20, spell-like abilities, spell resistance 21, summon unicorns, wild empathy
Saves: Fort +12, Ref +12, Will +14
Abilities: Str 23, Dex 18, Con 18, Int 16, Wis 18, Cha 20
Skills: Appraise +7, Balance +12, Bluff +13, Decipher Script +15, Diplomacy +17, Gather Information +9, Heal +18, Intimidate +17, Jump +20, Listen +14, Move Silently +12, Ride +9, Search +17, Sense Motive +18, Spellcraft
+9, Spot +16, Survival +12
Feats: Dodge, Improved Natural Weapon (horn), Iron Will, Power Attack, Weapon Focus (horn)
Environment: Any non-aquatic
Challenge Rating: 12
Alignment: Always chaotic good
Advancement: By character class
Level Adjustment: +8
At a distance, it appears to be a fine warhorse clad in brilliant plate barding. As it draws closer, it becomes evident that this is no horse and that it does not wear armour. It is a unicorn of surpassing perfection, whose skin and horn are formed from living metal – platinum, to be precise. It glows with an aura of pure and perfect goodness and all other creatures seem unworthy to gaze upon it. It speaks with a voice like a waterfall of crystal bells…
The platinum unicorn is a creature from realms of pure freedom and benevolence. It is not content to remain there, however, and often voyages to the material realm in order to defend the virtues that it embodies. It is a stalwart defender, rarely bringing battle to a foe but standing firm guard to protect that which is good from all that threatens it. It disdains violence but, as the saying goes, it is very good at it.
In form, it is perfection – some have claimed that the mortal unicorns, magical and powerful as they are, are merely imperfect and distorted shadows of the platinum unicorn. Others feel the reverse is true, that the platinum unicorn is what becomes of earthly unicorns after they perish. The platinum unicorns themselves do not speak of their origins.
Rarely, a platinum unicorn will find a ranger or bard whom they feel a special bond for and will willingly act as their steed for a time. The chosen mortal need not be female or a virgin, but they must be pure of heart and devoted to the principles for which the platinum unicorn stands. Paladins, too rigid and formal to appeal to the wild soul of the platinum unicorn, can only look on and weep and more than one has turned blackguard after their soul has been consumed with envy over another being so gifted.
Platinum unicorns also serve as messengers from the outer planes. They often bring tidings to mortal rulers – either an alert of encroaching evil or a warning to the ruler that their own crimes may soon come back upon them, but that it is not too late to change. Either sort is very risky to ignore.
Platinum unicorns speak Common, Elven, Sylvan and Celestial. Many also learn Infernal, Gnomish or Draconic for various reasons.
The platinum unicorn can fly via magical means, without the need for wings. This ability fails in anti-magic zones.
Platinum unicorns are fearless combatants. Since they will not fight without a good cause, there is little chance they will flee while they can still fight. If they can buy even a few seconds of time for those they are defending by fighting unto death, so be it. In battle, they rely heavily on their defensive abilities, especially their holy blaze, as it is unlikely they will confront an enemy not affected by it. They will use their charging gore attack to dispatch enemies, often picking the leaders first, in the hopes that any followers will lose heart and flee if the leader falls. Any tactic which can win the battle while costing the fewest lives will be preferred, as the platinum unicorn does not believe that some should fall so that others may live; to it, all lives are equally valuable and the moral calculus favoured by paladins and archons is anathema to it.
Charging Gore (Ex): This attack requires the platinum unicorn to perform a charge manoeuvre and then use its gore attack. If it does so, it does an additional 1d6 points of damage and its threat range increases to 19–20/x3. If a critical is scored, the additional damage die is not tripled.
Holy Blaze (Su): The platinum unicorn is surrounded by an aura of energy powered by chaos and good at all times. This aura covers all threatened squares. Any evil creature which comes into contact with the aura takes 1d6 points of damage per turn of contact, with the damage increasing to 2d6 if it is also lawful. A Fortitude save (DC 21) will negate the damage but it must be made each turn. The save DC is Charisma-based. The damage is considered to be both good and chaotic for purposes of overcoming damage reduction. Any good creature within the aura gains a +2 to all attack rolls and saves, as well as fast healing 1. In addition, good creatures that are dying automatically stabilize if the aura touches them, even if it only passes over them as the unicorn moves by.
Spell-Like Abilities: Platinum unicorns may detect evil and detect law at will. Three times a day, they may cast cure critical wounds, neutralise poison and remove disease. Once per day, they may cast heal. Caster level 12th.
Summon Unicorns (Sp): Once per day, a platinum unicorn can summon 1d4 celestial unicorns. This ability is the equivalent of a 4th level spell.
Wild Empathy (Ex): This ability works like the druid’s class ability, except that platinum unicorns have a +8 racial bonus on the check.