Unicorn

Large celestial, lawful good

Armour Class: 12
Hit Points: 67 (9d10 + 18)
Speed: 50 ft.

STRDEXCON
18 (+4)14 (+2)15 (+2)
INTWISCHA
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)


Abilities

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.