Henulon – Guardian of the Grove, Skerrit’s Gift
Advanced celestial paragon unicorn, Barbarian 6
Huge magical beast (extra-planar)
Hit Dice: 12d10+6d12 +522 (714 hp)
Initiative: +17 (+13 Dex, +4 Improved Initiative)
Speed: 210 ft.
AC: 57 (-2 size, +13 Dex, +10 natural, +12 insight, +12 luck, +2 deflection)
Attack: Horn + 63 melee (1d8+46)
Full attack: Horn + 63 (2d6+46), 2 hooves +58 (1d6+30)
Face/Reach: 15 ft./10 ft.
Special Attacks: Smite Evil, Skewering Charge
Special Qualities: Darkvision 60 ft., lowlight vision, damage reduction 20/epic, resistances, SR 37, fast healing 20, spell-like abilities, scent, wild empathy, Magic Circle Against Evil, Rage, Uncanny Dodge, Greater Uncanny Dodge, Fast Movement, Immunities
Saves: Fortitude +42, Reflex +35, Will +29
Abilities: Str 46, Dex 36, Con 44, Int 26, Wis 37, Cha 41
Skills: Diplomacy +35, Handle Animal +35, Intimidate +33, Jump +49, Knowledge <Arcana> +27, Knowledge <The Planes> +27, Knowledge <Religion> +28, Listen +44, Move Silently +48, Spot +44, Survival +44
Feats: Extra Smite (x2), Extra Rage, Improved Bullrush, Improved Initiative, Improved Natural Armor, Intimidating Rage Multi-attack, Power Attack, Weapon Focus (Horn)
Climate/Terrain: Ehlonna’s Realm (Krigala, first layer of the Beastlands)
Organization: Solitary
Challenge Rating: 27
Treasure: None (see possessions)
Alignment: Chaotic Good
Possessions: While Henulon gives all valuables he might come across to the church of Skerrit, he does have to possessions that he’s received as gifts; both of them rewards for brave and noble deeds. The effects of these items are included in the above statistics.
Horseshoes of Skerrit: These 4 horseshoes act as both Horseshoes of A Zephyr and Winged Boots, plus they make Henulons front hooves function as +1 weapons. All 4 shoes must be worn for the magic to be effective.
GP-value: 30.000
Amulet of Glory: This heart-shaped emerald hanging on a silver chain grants the wearer a +2 deflection bonus to AC, +2 enhancement bonus to Charisma and a +2 resistance bonus to all saves.
GP-value: 21.000 (includes 1.000 gp for the emerald and silver chain)
Fast Movement: Henulons base speed is increased by 10 ft.
Immunities Henulon is immune to Poison and to charm and compulsion spells and effects.
Magic Circle Against Evil: Henulon is continually protected by a Magic Circle Against Evil spell. It can be dispelled, but Henulon resume it again as a free action on his next turn.
Rage: Henulon can use his barbarian rage 4 times per day. It lasts for up to 22 rounds.
Resistances: Henulon has resistance 10 against acid, cold, electricity and fire damage.
Saves: Henulon has +10 insight bonus to all saves.
Skewering Charge: When Henulon charges an opponent with his horn, his incredible speed makes the attack extra deadly. Such attacks deal an additional 2d6 points of damage, and Henulon applies his STR-modifier x2 to damage (for a total of 4d6+64). If the attack hits, Henulon immediately starts a bullrush attempt, continuing the straight line of his charge. His bonus to the bullrush check is 82 (+18 base attack bonus, +18 strength, +8 size, +25 luck, +13 insight).
Skills: Henulon has +10 competence bonus to all skills, and a +4 racial bonus to Move Silently.
Smite Evil (Su): 5 times per day Henulon can smite an evil opponent with a normal attack inflicting an additional 31 points of holy damage to an evil-aligned foe.
Spell-like abilities: Detect Evil at will, Greater Teleport (only within Ehlonna's realm) 1/day (casterlevel 30), Cure Light Wounds 3/day (casterlevel 20), Cure Moderate Wounds 1/day (casterlevel 20) and Neutralize Poison 1/day (casterlevel 23). The cure-spells and Neutralize Poison are delivered by a touch of his horn. As a paragon creature, Henulon can also cast Greater Dispelling, Haste and See Invisibility 3 times per day each, at casterlevel 15.
All saves against his spell-like abilities have a DC of 38+spell-level.
Uncanny Dodge/Greater Uncanny Dodge: As a level 6 barbarian, Henulon gains these class abilities.
Description & Tactics
Henulon is bigger and more beautiful than any “normal” unicorn could ever be. It’s probably safe to say he’s the most glorious example of his species ever. He’d never say that himself of course…
He’s a friendly, soft-spoken, good-natured sort, with a great love for children. When battling evil however, he’s a fearsome opponent indeed. Those who have seen him defend the Grove against evil intruders, sometimes whisper that there must be two completely different personalities in the mind of that big, friendly beast.
Skerrit, the unicorn deity, send Henulon to serve Ehlonna, goddess of the woodlands, as part of pact of friendship between the two deities. Henulon has remained faithful to Ehlonna ever since, though he still worships Skerrit as his deity. Ehlonna’s court is called ‘The Grove of Unicorns’. The Grove is quite close to Skerrits realm, and is populated by bariaurs, celestial and half-celestial unicorns, celestial animals and eladrins. Maidens from all the elvish races (except drow) can also be found here, both normal and celestial ones.
Ehlonna has given Herulon the honorary title ‘Guardian of the Grove’, but he is also referred to as ‘Skerrit’s Gift’ in some of the songs and epics that’s written about him.
Henulons advice is often sought out by bariaurs, elves and unicorns alike, for his great intellect, wisdom and knowledge is well known. Disputes and arguments within the realm are often settled by asking Henulons opinion.
Combat
Before entering combat, Henulon will take advantage of his amazing speed; moving to stay out of melee until he’s had time to cast Haste on himself, activating the Fly-effect from his Horseshoes of Skerrit and then going into rage. With both Haste and rage in effect Henulon has these statistics:
AC: 56 (-2 size, +13 Dex, +10 natural, +12 insight, +12 luck, +2 deflection, +1 Haste, -2 rage)
Speed: 240 ft., Fly 90 ft. (perfect)
Full attack: Horn + 66 (1d8+48), 2 hooves +61 (1d4+31)
Skewering Charge: Deals 4d6+68 points of damage. Bullrush check = 1d20+85
Saves: Fortitude +44, Reflex +36, Will +31
He likes to enter melee with his skewering charge attack. If fighting multiple intruders, he’ll use his charge attack to bull-rush one opponent; a spellcaster if the group include one, as far as possible from the rest of the group. Well out of the way he’ll try to finish off his first target before the groups melee experts have time to catch up.
He rarely uses his power attack feat against an enemy until he’s had the chance to make one full attack against that enemy and thus had the chance to get an idea of his opponents armor class.
All of Henulons natural weapons are treated as Epic and Good weapons for the purpose of overcoming damage reduction.