Unicorn

Unicorn CR: 5

Large celestial, lawful good
Armor Class: 12
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 Rating: 5

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.

At will: Detect Evil and Good, Druidcraft, Pass Without Trace.

1/day: Calm Emotions, Dispel Evil and Good, Entangle.


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.
If the unicorn dies, these effects end immediately.

Unicorns are majestic horses of pure white, and yellow / golden hair. They are unique, in that they are blessed by noble deities, usually those tied with nature. What makes them more than special is the golden twisted horn that grows out of their heads. They are solitary creatures that many legends have sprung up about. According to superstition, only pure virgin girls & women can approach, touch and/or ride a unicorn. Thant and only the most bravest noble fighter can use one as a mount. Many nobles view it as a great honour to hunt & kill one, as some are misguided that the unicorn is a vicious killer. The horn is magical, and many such spellcasters, occultists and the like hunt them down to take the horn to use in various means. The touch of one supposedly cures all disease, injury and illness. The seekers of the horn usually employ others to get it, as many Elves and other Fey will actively kill anyone who harms a unicorn.

Suggested Environments

Woodlands, forests, meadows & plains.


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