Unicorn
large Celestial
- Armor Class: 12
- Hit Points: 92
- Speed: walk 50 ft.- Perception: 16
- Stealth: 12
- Challenge Rating: 5 (1,800 XP)
- Source: Black Flag,
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| +4 |
+2 |
+2 |
+0 |
+6 |
+6 |
- Damage Immunities: poison,charmed,frightened,paralyzed,poisoned
- Damage Resistances: Celestial Resilience
- Senses: darkvision 60 ft.
- Languages: Celestial,Elvish,Sylvan,telepathy 60 ft.
Special Abilities
- Celestial Resilience: The unicorn is resistant to radiant damage.
- Magic Resistance: The unicorn has advantage on saves against spells and other magical effects.
- Magic Weapons: The unicorn's weapon attacks are magical.
- Sense the Unnatural: The unicorn can pinpoint the location of Aberrations and Undead within 60 feet of it.
- Speak with Beasts and Plants: The unicorn can communicate with Beasts and Plants as if they shared a language.
- Woodland Walk: Difficult terrain composed of nonmagical plants doesn't cost the unicorn extra movement. In addition, the unicorn can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
Actions
- Multiattack: The unicorn makes one Hooves attack and one Horn attack, or it makes two Horn Bolt attacks.
- 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 plus 10 (3d6) radiant damage.
- Horn Bolt: Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 13 (3d6+3) radiant damage.
- Unicorn Magic: The unicorn can cast the dancing lights and druidcraft cantrips at will, requiring no material components and using WIS as the spellcasting ability.
- Healing Touch (3/Day): The unicorn touches another creature with its horn. The target magically regains 11 (2d8+2) HP and is freed from all curses, diseases, and poisons afflicting it.
Reactions
- Shimmering Shield: When a creature the unicorn can see within 30 feet of it, including the unicorn, is attacked, the unicorn can surround it with a shimmering shield of radiant light. The target adds 3 to its AC against the attack.
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 actions at the start of its turn.
Legendary Actions
- Canter: The unicorn moves up to half is speed without provoking opportunity attacks.
- Radiant Stomp (Costs 2 Actions): The unicorn raises its hooves glowing with golden light and brings them down with a reverberating stomp. Each hostile creature within 10 feet of the unicorn must make a DC 14 STR save. On a failure, a creature takes 10 (3d6) radiant damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.
- Heal Self (Costs 3 Actions): The unicorn magically regains 11 (2d8+2) HP.
License
This work contains material from the Black Flag Roleplaying Reference Document v0.2, © Open Design LLC d/b/a Kobold Press. Reserved Material elements in this product include all elements designated as Reserved Material under the ORC License. This product contains no Expressly Designated Licensed Material.
This work is licensed under the ORC License, located at the Library of Congress at TX 9-307-067, and available online at various locations including koboldpress.com/orclicense and others. All warranties are disclaimed as set forth therein.
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