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MesmanirThis magnificent beast looks like a brown horse, but with jagged bones as extra armor, white tufts of fur, and an extremely long curved sickle-shaped horn on his brow.

Mesmanir (CR 3)

XP 800
CG Large Magical Beast
Init +3; Senses Darkvision 60 ft., low-light vision, scent; Perception +9

DEFENSE

AC 17, touch 12, flat-footed 14 (+3 dex, +5 natural, -1 size)
hp 34 [52] (4d10+12)
Fort +7, Ref +7, Will +5
DR 5/cold iron
Resist Holy 5

OFFENSE

Speed 60 ft.
Melee Gore +8 (2d6+4), 2 Hooves +5 (1d6+2); if horn is broken: Bite +7 (1d8+4), 2 Hooves +5 (1d6+2)
Range: Sickle-horn +7 (1d8+4/x4)
Space 10 ft.; Reach 10 ft.
Special Attacks Bestial Fang, Powerful Charge (Gore, 3d6+8), Sickle-horn Throwing (30 ft.)

STATISTICS

Str 18, Dex 17, Con 16, Int 4, Wis 18, Cha 18
Base Atk +4; CMB +9; CMD 22 (26 vs trip)
Feats Multiattack, Weapon Focus (horn)
Skills Acrobatics +8, Climb +9, Perception +9, Stealth +4, Survival +9; Racial Modifier +3 Survival

SPECIAL ABILITIES

Bestial Fang (Su)

2/day, a Mesmanir’s enhances herself or an ally with magical strength within touch range. A mesmanir gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls for 4 minutes. The ability can affect a slam attack, fist, bite, or other natural weapon. The ability does not change an unarmed strike’s damage from nonlethal damage to lethal damage. Blue mages can learn this ability as a 1st level spell (Knowledge: Arcana DC 17).

Sickle-Horn Throwing (Ex)

The mesmenir can throw her sickle-shaped horn at an arc towards her target up to a 30 ft. circle radius hitting all enemies within the outside radius of the circle (5 feet). The horn always magically reappears on her brow unless destroyed. The horn has a hardness of 5 and 12 hp.