Unicorn


 

Unicorn, CR 5

Large outsider / celestial, neutral good
Armor Class 12
Hit Points 67 ( 9d10+18 )
Spell Points
Speed 50ft

STR

18
+4

DEX

15
+2

CON

16
+2

INT

11
+0

WIS

17
+3

CHA

17
+3

Proficiency Bonus 3
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, paralyzed, poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Telepathy 60 ft.

Spellcasting

Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (Spell Save DC 14), ( 1d20+6 ) to hit with Spell Attacks). It can innately cast the following spells, requiring no Components :   At will: Detect Evil and Good, Druidcraft
3/day each: Calm Emotions, Cure Wounds, Pass Without Trace
1/day each: Daylight, Dispel Evil and Good, Find the Path

Special Abilites

Trampling Charge. If the unicorn moves at least 20 feet straight toward a creature and then hits it with a horn attack on the same turn, that target takes an extra 9 ( 2d8 ) Piercing Damage and must win a Strength contest against the pegasus or be knocked Prone. If the target is prone, the unicorn can make another attack with its hooves against it as a Bonus Action.   Magic Resistance. The exile 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 Attack: 1d20+7 to hit, reach 5 ft., one target. Hit: 11 ( 2d6+4 ) Bludgeoning Damage.   Horn. Melee Attack: 1d20+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.   Cast a Spell. The unicorn casts a spell from its list of innate spells available.

Legendary Actions

The unicorn can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The unicorn regains spent epic actions at the start of its turn.   Hooves. The unicorn makes one attack with its hooves.   Charge Attack (Costs 2 Actions). The unicorn moves 25 feet in a straight line and makes a horn attack on all enemies in its path. Any creature hit must win a Strength Contest against the triceratops or be knocked Prone and trampled.   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.   Cast a Spell (Costs 3 Actions). The unicorn casts a spell from its list of innate spells available.   Heal Self (Costs 3 Actions). The unicorn magically regains 11 ( 2d8+2 ) hit points.



 
 

Item drops

Treasure Drops


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