An utterly black horse with a horn of obsidian.
CR 5; XP 1,600
NE Large Magical Beast
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +11
Aura magic circle against good
AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size)
hp 57 (6d10+24)
Fort +9, Ref +8, Will +6
Immune charm, compulsion, death, disease, fear, poison
Speed 60 ft.
Melee gore +10 (1d8+5 plus poison), 2 hooves +8 (1d4+2)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (2d8+10)
Spell-Like Abilities (CL 9th, concentration +13)
1/day—cure serious wounds, neutralize poison, plane shift (self and the rider only)
Str 20, Dex 16, Con 18, Int 11, Wis 15, Cha 19
Base Atk +6; CMB +11; CMD 24 (28 vs. trip)
Feats Improved Initiative, Iron Will, Multiattack
Skills Acrobatics +9, Intimidate +13, Perception +11, Survival +11
Language Common, Abyssal
SQ magical strike
Environment temperate forest, extraplanar plains
Organization solitary, pair, or herd (3–6)
Magic Circle Against Good (Su) A night unicorn is surrounded by constant magic circle against good. The night unicorn can't suppress this ability.
Magic Strike (Ex) A night unicorn's gore attack is treated as magic evil weapon.
Poison (Su) Gore—injury; save Fort 17; frequency 1/round for 6 rounds; effect 1d3 Cha damage; cure 2 consecutive saves. Additionally, each round the poison acts as dispel magic attempting to remove a random beneficial spell or spell-like effect from the victim or suppress benefits of a single magic item (CL 5th). Effects and items with good descriptor are target of this dispel before other effects. Night unicorn poison wrecks havoc with the subject's sense of self, and strips beneficial spells.
Night unicorns are a tribe of unicorns that were corrupted by evil and mated with nightmares. They are wily and temperamental, though they occasionally befriend a wicked humanoid and might even agree to act as a mount for one, if they are allowed to sate their hunger for sapient flesh from time to time.
A night unicorn's horn can be used as an ingredient for creation of evil magic item and casting of evil spells, being worth a total of 3,000 gp for those purposes.