Merocorn
| Statistic | Value |
|---|---|
| Size/Type | Large Magical Beast |
| Hit Dice | 3d10 |
| Initiative | +3 |
| Speed | Swim 50 ft. (10 squares) |
| Armor Class | 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed: 16 |
| Base Attack/Grapple | +4/+12 |
| Attack | Horn +9 melee (1d8+6) |
| Full Attack | Horn +9 melee (1d8+6) |
| Space/Reach | 10 ft./5 ft. |
| Special Attacks | Stunning sound |
| Special Qualities | Blindsight 120 ft., darkvision 60 ft. |
| Saves | Fort +7, Ref +6, Will +4 |
| Abilities | Str 18, Dex 16, Con 19, Int 10, Wis 16, Cha 11 |
| Skills | Listen +9*, Move Silently +7, Spot +9*, Swim +14, Survival +6 |
| Feats | Alertness, Endurance |
| Environment | Warm aquatic |
| Organization | Solitary, pair, or herd (6–30) |
| Challenge Rating | 2 |
| Treasure | None |
| Alignment | Always neutral |
| Advancement | 4–6 HD (Large) |
| Level Adjustment | +2 |
Description
This aquatic creature has a horse-like head, a long, curling tail, and an oddly-ridged, limb-less body with a slightly bulging belly. On the crest of its scalp is a prominent, fluted horn. Its flesh has a mottled, pale blue hue and the unblinking eyes are charcoal black.
This aquatic creature resembles a giant sea horse, with a fluted horn protruding from its forehead like that of a unicorn. These are proud, resilient creatures that roam near the sea bottom, sometimes in sizeable herds. Merocorns are herbivores by nature and they live off the kelp and other oceanic flora that grows near the shoreline.
Like their diminutive sea horse cousins, it is the male merocorn that gives birth to the young. They will typically spawn one or two young every few years, then the female assumes the task of protecting the spawn until they are old enough to fend for themselves.
When captured young, merocorn can be tamed and taught to serve as mounts. However they are proud creatures who stubbornly refuse to be beasts of burden, and will not tow a sled or boat.
Combat
Merocorns attack by impaling a foe with their tough horn. They can be stubborn foes, and will flee only when the odds seem hopeless. Herds of merocorn have been known to fight as a coordinated group, using effective tactics. The horn functions as a +2 magical weapon, although its power fades within a few hours if separated from the merocorn.
Stunning Sound (Ex): Once every three rounds the merocorn can emit an sound of stunning power from its horn in a cone-shaped volume of water out to 30 ft. Creatures submerged within this cone must succeed on a DC 16 Fortitude save or receive 2d6 points of subdual damage and be stunned for 1d4 rounds. This sound has no effect on creatures that are not in the same body of water as the merocorn. The save DC is Constitution-based.
Blindsight (Ex): Like a porpoise, a merocorn can see by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the merocorn to rely on its vision.
Skills: Merocorns have a +4 racial bonus on Move Silently checks. They also have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even of distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*A merocorn has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated. This bonus is factored into the listed skill modifier.
Advanced Benefits
In addition to the standard changes due to Hit Dice advancement, merocorns also gain the following special benefits.
- The save DC of the stunning sound attack is equal to 10 + ½ HD + Constitution modifier.
- 5+ HD ― The swim speed increases to 60 feet.
- 6 HD ― Gain a tail slap attack that inflicts a base 1d8 damage plus half the Strength modifier. The primary attack remains the horn.