Medium Celestial, Lawful Good
Armor Class 12
Hit Points 22 (4d8 + 4)
Speed 40 ft.
STR
13 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
16 (+3)
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Celestial, Elvish, Sylvan, Telepathy 60 ft.
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

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.

Actions

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.

Habitat: Forest

FossMaNo1

Comments

Posts Quoted:
Reply
Clear All Quotes