KING
Unicorn

Unicorn

Celestial · no Crown (Sacred)

T2d6Minor

Pure-hearted forest wanderers, unicorns heal with horns, their presence purifying corrupted lands.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 11  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1111 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind14--
Sense14--
Heart12--
Cunning8--
Fate16--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Spellcasting (wildwood benedictions)

A living font of forest grace: plants flourish and poison and disease are neutralized within 60 ft, and the unicorn has advantage on saves against spells.

Maneuvers

Maneuver

The Laying on of Hands (2/day)

Touches a creature with its horn; the touch removes 1 wound and cures one poison or disease.

Maneuver

Teleport

Vanishes with up to 3 willing creatures within 5 ft, reappearing up to 1 mile away at a place the unicorn has seen before.

Reactions

Reaction

Shield Other

When an ally within 30 ft is hit, the unicorn leaps between them and takes the hit meant for the ally instead.

Tactics

GM tactics

Avoids combat when possible, using Teleport to carry allies out of danger. When forced to fight, it charges with the horn and lays hands on the worst-hurt ally between charges. It will take a blow meant for someone else, and it will sacrifice itself for the innocent.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.