Unicorn
Attributes
Unicorn
Size
Large
Monster Race
Celestial
Alignment
Lawful Good
Armor Class
12
Hit Points
67 (9d10 + 18)
Speed
10m
Attributes
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
16 (+3)
Features
Damage Immunities
Poison
Condition Immunities
Charmed, Paralyzed, Poisoned
Senses
Darkvision 12m, passive Perception 13
Languages
Celestial, Elvish, Sylvan, Telepathy 12m
Challenge
5 (1,800 XP)
Abilities
Charge
If the unicorn moves at least 4m 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
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 1m, one target. Hit: (2d6 + 4) bludgeoning damage.
Horn
Melee Weapon Attack: +7 to hit, reach 1m, one target. Hit: (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 1m of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1km away.
Legendary Actions
Description
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. Unicorn regains spent legendary actions at the start of their 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 ft. 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.