NaviAI

You are not logged in.

Unicorn

No image available for this monster.

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