Unicorn

Large celestial, lawful good

  • Armor Class 12
  • Hit Points 67 (9d10+18)
  • Speed 50 ft.

STR
18 (+4) 

DEX
14 (+2) 

CON
15 (+2) 

INT
11 (+0) 

WIS
17 (+3) 

CHA
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 ft. 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: (2d6 + 4) bludgeoning damage.
  • Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., 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 5 ft. 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


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.