Unicorn
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Basic
Size: Large
Type: celestial
Alignment: lawful good
Health
Hit Points: 67
Hit Dice: 9d10
HP Roll: 9d10+18
Armor
Type: dex
Value: 12
Movement
Walk: 50 ft.
Fly: None
Swim: None
Ability Scores
Strength: 18
Dexterity: 14
Constitution: 15
Intelligence: 11
Wisdom: 17
Charisma: 16
Proficiencies
None
Senses
- darkvision: 60 ft.
- passive_perception: 13
Damage Vulnerabilities
None
Damage Resistances
None
Damage Immunities
- poison
Condition Immunities
- Charmed
- Paralyzed
- Poisoned
Special Abilities
- 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
- Level:
- Ability: CHA
- DC: 14
- Modifier:
- School:
-
Slots
-
Spells
- Level 1, Detect Evil and Good
- Level 0, Druidcraft
- Level 2, Pass Without Trace
- Level 2, Calm Emotions
- Level 5, Dispel Evil and Good
- Level 1, 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: 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: 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.
Other Information
Languages: Celestial, Elvish, Sylvan, telepathy 60 ft.
Challenge Rating: 5
Proficiency Bonus: 3
XP: 1800