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==Companion== '''Grimm''' [http://www.d20srd.org/srd/monsters/celestialCreature.htm Celestial] [http://www.d20srd.org/srd/monsters/unicorn.htm Unicorn]Companion * Size/Type: Large Magical Beast * Hit Dice: 4d10+20 (60 hp) * Initiative: +3 * Speed: 70 ft. (14 squares) * Armor Class: 24 (-1 size, +3 Dex, +6 Armor, +6 natural), touch 12, flat-footed 21 * Base Attack/Grapple: +4/+13 * Attack: Horn +11 melee (1d8+8) * Full Attack: Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2) * Space/Reach: 10 ft./5 ft. * Special Qualities ** Darkvision 60 ft. ** Low-light vision ** Scent ** [http://www.d20srd.org/srd/spells/magicCircleAgainstEvil.htm Magic Circle Against Evil] ** Spell-like Abilities: *** [http://www.d20srd.org/srd/spells/detectEvil.htm Detect Evil], at will as Free action. *** [http://www.d20srd.org/srd/spells/cureLightWounds.htm Cure Light Wounds], 3/day, CL 5 *** [http://www.d20srd.org/srd/spells/cureSeriousWounds.htm Cure Serious Wounds], 1/day, CL 5 *** [http://www.d20srd.org/srd/spells/neutralizePoison.htm Neutralize Poison], 1/day, DC 21, CL 8 ** Immunity to poison, charm, and compulsion ** Wild empathy ** Resistance to cold/acid/fire 5 ** DR: 5/Magic ** Smite evil 1/day ** Spell Resistance: 9 * Saves: Fort +9, Ref +7, Will +6 * Abilities: Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24 * Skills: Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +5 * Feats: ** Powerful Charge (MH 27) ** Reckless Charge (MH 27) * Magic Items: ** +2 Chain Barding (4,600 GP) ** Horseshoes of Speed (3,000 GP) Grimm is a fearsome looking beast; 18 hands high, razor-sharp hooves and horn, and an almost evil glint in his one remaining eye. His tail, mane, and coat are generally tangled and dirty, somewhat obscuring his Celestial heritage. His horn is the only thing that he bothers to keep clean, and it gleams like mithril. The unicorn is fond of Maruk, in his way, if only because the old bastard gives him plenty of opportunities to stab things. Elysium is lamentably free of bastards to impale.
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