Unicorn, Sea

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Climate/Terrain:Temperate/Oceans
Frequency:Very rare
Organization:Family
Activity Cycle:Any
Diet:Herbivore
Intelligence:Very (11-12)
Treasure:Nil
Alignment:Lawful neutral
No. Appearing:1-6
Armor Class:4
Movement:24, Sw 36
Hit Dice:3+4
THAC0:17
No. of Attacks:3 or 1
Damage/Attack:1-6/1-6/1-12 or 2-16
Special Attacks:See below
Special Defenses:See below
Magic Resistance:Nil
Size:L
Morale:Steady (11-12)
XP Value:650

Sea unicorns have three forms. The first form is that of a small whale with a long unicorn's horn, the second is that of a sea horse with the same horn, and the third is that of a unicorn with a blue-white coloration. In all three forms, the unicorn's eyes are deep blue. It takes one round for it to change shape, during which time it cannot attack; all shape-changing must be done while submerged in water.

Combat: Aside from being able to switch between its three forms at will, a sea unicorn or narwhal can breathe water in any form. The last form allows the unicorn to breathe air. Narwals can control weather (as per the cleric spell) once per day at the 11th level of ability. The last form can also walk on water at will at normal ground speed.

Habitat/Society: Sea unicorns can be found in any body of water larger than a large lake. They are very ordered creatures who carefully cultivate kelp beds to graze on. They generally stay out of conflicts. Narwhals mate for life and have very carefully mapped-out territories. Narwhals can be ridden by sea-elven (see also Dargonesti and Dimernesti) maidens of pure heart.

Ecology: Narwhals feed on the kelp beds that they carefully cultivate. A narwhal's horn can be used to brew potions of water breathing.