This magnificent beast looks like a white horse, but with a single long ivory horn on her brow.
Unicorn (CR 3)
CG Large Magical Beast
Init +3; Senses Darkvision 60 ft., low-light vision, scent; Perception +9
AC 15, touch 12, flat-footed 12 (+3 dex, +3 natural, -1 size)
hp 36 (4d10+12)
Fort +7, Ref +7, Will +5
DR 5/cold iron; Resist Holy 5; Immune Charm, Compulsion, Poison
Speed 60 ft.
Melee Gore +8 (2d6+4), 2 Hooves +5 (1d6+2)
Space 10 ft.; Reach 10 ft.
Special Attacks Magic Fang, Powerful Charge (Gore, 3d6+8)
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
SQ Magical Strike
Magic Fang (Su)
2/day, an unicorn’s enhances herself or an ally with magical strength within touch range. An unicorn 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).
Magical Strike (Ex)
A unicorn’s gore attack is treated as a magic good weapon for the purposes of damage reduction.