This enchanted bow traces its origins to a campaign fought along the edges of the High Forest. During that time, a number of logging settlements and forest communities came under attack from a corrupted unicorn. Twisted by dark magic, the creature struck beneath the cover of darkness, appearing only under moonlight before disappearing into the forest.
Unable to locate the creature alone, the military forces assigned to the region sought the assistance of several druidic circles. After weeks of tracking, the druids discovered the unicorn's lair within an ancient glade deep inside the forest.
The battle lasted throughout the night and ended only as dawn broke. When the corrupted guardian finally fell, the druids mourned the death of their sacred protector of the glade before corruption consumed it.
Rather than allow scavengers or trophy hunters to claim the remains, the druids chose to preserve part of the unicorn's legacy. Its silver-white horn was carefully divided into several fragments, each gifted to individuals who had played a role in ending its suffering.
One of those fragments eventually came into the possession of a master bowyer and was incorporated into the construction of a finely crafted composite bow. The horn formed the bow's limbs, bound together with yew and spider silk harvested from the same glade where the unicorn had fallen.
The completed weapon became known as Moonthorn, carrying with it the memory of a guardian whose final act was to protect the forest once more through those who bore its legacy.
# Moonthorn
Weapon (longbow), uncommon (requires attunement)
Damage: 1d8 piercing
Magic Bonus: +1 to attack and damage rolls
Properties: Ammunition (range 150/600), heavy, two-handed
Weight: 2 lb.
### Lunar Arrows
Arrows fired from Moonthorn are imbued with faint silver moonlight. Once per turn, when you hit a creature in dim light or darkness with this weapon, you deal an additional 1d4 radiant damage.
### Thornbinding Shot
When you hit a creature with Moonthorn, you can cause spectral silver thorns to coil around its limbs.
The target must succeed on a DC 13 Strength saving throw or become restrained until the start of your next turn.
Once this property has been used, it cannot be used again until the next dawn.
### Guardian's Grace
As an action, you can touch a creature and invoke the protective magic preserved within the unicorn's horn.
The creature regains 1d8 + 2 hit points.
Once this property has been used, it cannot be used again until the next dawn.