Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 13). 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.
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 1) bludgeoning damage.
Horn. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 1) piercing damage.
Healing Touch (3/Day). 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 (1/Day). The unicorn colt magically teleports itself to a location the unicorn is familiar with, up to 1 mile away.
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