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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Unicorn/

Unicorn

Unicorn

Large celestial, lawful good
  • Armor Class 12 (undefined)
  • 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: 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

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 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.

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