
Unicorn
2014Large celestial, Lawful Good
Armor Class 12
Hit Points 67 ()
Speed 50 ft.
Initiative
Damage Immunities poison
Condition Immunities charmed; paralyzed; poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Celestial, Elvish, Sylvan, telepathy 60 ft.
Challenge 5 (1,800 XP)
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 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.
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
Actions
Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.
Hooves. Melee Weapon Attack: , reach 5 ft., one target. bludgeoning damage.
Horn. Melee Weapon Attack: , reach 5 ft., one target. piercing damage.
Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 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
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 feet 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 hit points.
Lair Actions
On initiative count 20 (losing initiative ties), the unicorn can take a lair action to cause one of the following effects; the unicorn can't use the same effect two rounds in a row:
Shimmer of Protection. The unicorn causes shimmering lights to appear in a 30-foot radius centered on a point it can see within 120 feet of it. Each creature of the unicorn's choice in that area gains 10 temporary hit points.
Healing Spring. The unicorn targets one creature it can see within 60 feet of it. A shimmering spring of healing energy wells up beneath the target, restoring hit points to the target and ending one disease or one of the following conditions: blinded, deafened, paralyzed, or poisoned.
Calm Emotions. The unicorn casts calm emotions with a DC 15 saving throw. The spell doesn't require concentration when cast this way.
Regional Effects
A unicorn's presence sanctifies its forest home. The following magical effects are linked to the unicorn's lair: If the unicorn dies, these effects fade over the course of days.
Memory Loss. Open flames of a nonmagical nature are extinguished within the unicorn's domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
No Tracking. Creatures native to the unicorn's domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.
Endless Sustenance. 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.