Unicorn
Large celestial, lawful good
- Armor Class
- 12
- Hit Points
- 97 (13d10)
- Speed
- 50 ft.
- Senses
- darkvision 60 ft., passive perception 13
- Languages
- Celestial, Elvish, Sylvan, telepathy 120 ft.
- Challenge
- 5 (1,800 XP)
Traits
Legendary Resistance (3/Day). If the unicorn fails a saving throw, it can choose to succeed instead.
Magic Resistance. The unicorn has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The unicorn makes one Hooves attack and one Radiant Horn attack.
Hooves. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.
Radiant Horn. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d10 + 4) Radiant damage.
Spellcasting. The unicorn casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14): At Will: Detect Evil and Good, Druidcraft 1/Day Each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall
Legendary Actions
Charging Horn. The unicorn moves up to half its Speed without provoking Opportunity Attacks, and it makes one Radiant Horn attack.
Shimmering Shield. The unicorn targets itself or one creature it can see within 60 feet of itself. The target gains 10 (3d6) Temporary Hit Points, and its AC increases by 2 until the end of the unicorn's next turn. The unicorn can't take this action again until the start of its next turn.
Large celestial, lawful good
Special Abilities
Legendary Resistance (3/Day)
If the unicorn fails a saving throw, it can choose to succeed instead.
Magic Resistance
The unicorn has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The unicorn makes one Hooves attack and one Radiant Horn attack.
Hooves
Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.
Radiant Horn
Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d10 + 4) Radiant damage.
Spellcasting
The unicorn casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14): At Will: Detect Evil and Good, Druidcraft 1/Day Each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall
Legendary Actions
Charging Horn
The unicorn moves up to half its Speed without provoking Opportunity Attacks, and it makes one Radiant Horn attack.
Shimmering Shield
The unicorn targets itself or one creature it can see within 60 feet of itself. The target gains 10 (3d6) Temporary Hit Points, and its AC increases by 2 until the end of the unicorn's next turn. The unicorn can't take this action again until the start of its next turn.
Related
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