Unicorn
Large Celestial
- Armor Class: 14
- Hit Points: 85 (9d10+36)
- Speed: walk 80 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie, page 415
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
18 (+4) |
18 (+4) |
16 (+3) |
20 (+5) |
20 (+5) |
- Skills:
- Damage Immunities: poison
- Condition Immunities: charmed, paralyzed, poisoned
- Senses: darkvision 60 ft., passive Perception 15
- Languages: Celestial, Elvish, Sylvan, telepathy 60 ft.
Special Abilities
- Good: The unicorn radiates a Good aura.
- Innate Spellcasting: The unicorns innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: animal messenger, detect evil and good, druidcraft, pass without trace, scrying (locations within its domain only), 1/day: calm emotions, dispel evil and good, teleport (between locations within its domain only)
Actions
- Multiattack: The unicorn attacks once with its hooves and once with its horn.
- Hooves: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
- Horn: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) radiant damage. If the target is a creature and the unicorn moves at least 20 feet straight towards the target before the attack the target takes an extra 9 (2d8) bludgeoning damage and makes a DC 16 Strength saving throw falling prone on a failure.
- Grant Boon (3/Day): The unicorn touches a willing creature including itself with its horn and grants one of the following boons:
- Healing: The creature magically regains 21 (6d6) hit points: It is cured of all diseases and poisons affecting it are neutralized.
- Luck: During the next 24 hours, the creature can roll a d12 and add the result to one ability check, attack roll, or saving throw after seeing the result:
- Protection: A glowing mote of light orbits the creatures head: The mote lasts 24 hours. When the creature fails a saving throw it can use its reaction to expend the mote and succeed on the saving throw.
- Resolution: The creature is immune to being charmed or frightened for 24 hours:
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