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Unicorn
Challenge 5 (1,800 XP), Large celestial , lawful good
HP 67 (9d10) AC 12 SPD 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 17 (+3) | 16 (+3) |
- Senses
- Darkvision 60 ft., passive perception 13
- Languages
- Celestial, elvish, sylvan, telepathy 60 ft.
- Damage Immunities
- poison
- Condition Immunities
- charmed, paralyzed, poisoned
- 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: 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 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
- 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.