Unicorn
Large celestial, lawful good. CR 5, AC 12, 67 HP. Traits: Charge, Innate Spellcasting, Magic Resistance, Magic Weapons.
- Armor class
- 12
- Hit points
- 67
- Challenge
- 5
- Creature type
- Celestial
- Size
- Large
- Alignment
- lawful good
- Legendary
- Yes
Stat block
- Cha
- 16
- Con
- 15
- Dex
- 14
- Int
- 11
- Str
- 18
- Wis
- 17
- Speed
- 50 ft.
- Senses
- darkvision 60 ft., passive Perception 13
- Actions
- Multiattack. The unicorn makes two attacks: one with its hooves and one with its 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. 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. The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.
- Languages
- Celestial, Elvish, Sylvan, telepathy 60 ft.
- Damage immunities
- poison
- Legendary actions
- Legendary Actions. The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. It 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 ft. 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.
- Special abilities
- Charge. If the unicorn moves at least 20 ft. 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.
- Condition immunities
- Charmed, Paralyzed, Poisoned
Source and licence
From System Reference Document 5.1.
Licence: SRD (CC BY 4.0).
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at creativecommons.org/licenses/by/4.0/legalcode.