Unicorn
- HP
- 105
- AC
- 16
- DR
- 0
- Attacks
- 2
- Attack
- 2d6+4, 1d8+4
- Size
- Large
- Alignment
- Wild Kind (Liberator)
- Intelligence
- High (13-14)
- Magic Resistance
- Magic resistance (+2 to saves vs. spells)
- Saves
- Quick 4 / Tough 3 / Mind 4
A radiant horned horse that wards an ancient glade, gentle to the pure of heart and merciless to those who defile its wood. A unicorn heals the wounded, walks unseen between its trees, and asks only that its sanctuary be left unspoiled - but it will run through anyone who comes with axe or torch.
Special Attack
Horn: piercing, melee 5 ft, +3 to hit, 2d6+4 piercing and radiant. Hooves: bludgeoning, melee 5 ft, 1d8+4 bludgeoning. Healing Touch: restores 3d8 hit points to a wounded ally it touches, cooldown 2 rounds. Glade Step: teleports between any two trees within its wood.
Special Defense
Magic Resistance: +2 to saves against spells. Sacred Ward: immune to poison and charm; its presence lifts minor curses. Senses: Night Vision (60 ft), Living Sense (feels the living, 60 ft).