Unicorn
Unicorn CR: 5
STR
18 +4
DEX
14 +2
CON
15 +2
INT
11 +0
WIS
17 +3
CHA
16 +3
Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can instantly cast the following spells, requiring no components.
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. 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 it's hooves and one with it's 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 it's 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 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.
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 at the start of it's turn.
- Hooves. The unicorn makes one attack with it's hooves.
- Shimmering Shield (Cost 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 (Cost 3 Actions). The unicorn magically regains 11 2d8+2 hit points.
A unicorn's lair might be an ancient ruin overgrown with vines, a misty clearing surrounded by mighty oaks, a flower-covered hilltop alive with butterflies, or some other serene woodland location.
Regional Effects
Transformed by the creature's celestial presence, the domain of a unicorn might include any of the following magical effects.
- Open flames of a nonmagical nature are extinguished in the unicorn's domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
- Creatures native to the unicorn's domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.
- When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
- Curses affecting any good-aligned creatures are suppressed.
Suggested Environments
Woodlands, forests, meadows & plains.
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