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Unicorn

Large Celestial | Lawful Good | L20

HP

67

AC

12

Speed

50 ft.

Initiative

+2

Abilities

STRDEXCONINTWISCHA
181415111716

Senses: darkvision 60 ft., passive Perception 13

Languages: Celestial, Elvish, Sylvan, telepathy 60 ft.

Actions

Multiattack

Damage: -

The unicorn makes two attacks: one with its hooves and one with its horn.

Hooves

To Hit: +7 | Damage: 11 (2d6 + 4) bludgeoning damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Horn

To Hit: +7 | Damage: 8 (1d8 + 4) piercing damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Healing Touch (3/Day)

Damage: -

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)

Damage: -

The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.

Spells

No spells saved.

Notes

Description: Large celestial, lawful good

Charge: If the unicorn moves at least 20 feet 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.

Damage Immunities: poison

Condition Immunities: charmed, paralyzed, poisoned

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 feet 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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