Unicorn
Large celestial, lawful good
Armour Class: 12
Hit Points: 67 (9d10 + 18)
Speed: 50 ft.
STR | DEX | CON |
18 (+4) | 14 (+2) | 15 (+2) |
INT | WIS | CHA |
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.