Armor Class 12
Hit Points 67 (9d10 + 18)
Speed 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 17 (+3) | 16 (+3) |
Damage Immunities poison
Condition Immunities charmed, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Celestial, Elvish, Sylvan, telepathy 60 ft.
Challenge 5 (1,800 XP)
Charge. If the unicorn moves at least 20 feet
straight toward a target and then hits it with a horn attack on the same
turn, the target takes an extra 9 (2d8) piercing damage. If the target
is a creature, it must succeed on a DC 15 Strength saving throw or be
knocked prone.
Innate Spellcasting. The unicorn's innate spellcasting
ability is Charisma (spell save DC 14). The unicorn can innately cast
the following spells, requiring no components:
At will: detect evil and good, druidcraft, pass without trace
1/day each: calm emotions, dispel evil and good, entangle
Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons. The unicorn's weapon attacks are magical.
Actions
Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Healing Touch (3/Day). The unicorn touches another
creature with its horn. The target magically regains 11 (2d8 + 2) hit
points. In addition, the touch removes all diseases and neutralizes all
poisons afflicting the target.
Teleport (1/Day). The unicorn magically teleports
itself and up to three willing creatures it can see within 5 feet of it,
along with any equipment they are wearing or carrying, to a location
the unicorn is familiar with, up to 1 mile away.
Legendary Actions
The unicorn can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and only
at the end of another creature's turn. The unicorn regains spent
legendary actions at the start of its turn.
Hooves. The unicorn makes one attack with its hooves.
Shimmering Shield (Costs 2 Actions). The unicorn
creates a shimmering, magical field around itself or another creature it
can see within 60 feet of it. The target gains a +2 bonus to AC until
the end of the unicorn's next turn.
Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.