Charge. If the Unus moves at least 20 feet straight toward a target and then hits, it takes (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Magic Resistance. The Unus has advantage on saving throws against spells and other magical effects.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Frenzied Retreat. The Unus will to live is so great that when it decides the cause is lost, its speed is doubled to 120ft. The Unus retreat does not provoke an opportunity attack and if a creature stands in its way its subject to the Unus charge trait.
Celestial Teleportation. The Unus's heightened senses allows it to recognise when a damage roll would otherwise reduce its hp to 0, the Unus instead teleports to its lair if unimpeded by spells or statuses.
Description
Creating a Unus. The Unus doesnt appear naturally in the multiverse. They must be created from a dehorned Unicorn. The ritual that creates a Unus requires the torturous removal of a Unicorn’s horn, the Unus loses nearly all of its magical abilities as it is said that the horn is the source of its power, what is left is an animal with a will to survive greater than call of its eternal sleep from the almost certainty of its death from the removal of its horn
Lair and Lair Actions
A Unus’s Lair
A Unus’s lair might be an ancient ruin overgrown with vines, a misty clearing surrounded by mighty oaks, a flower-covered hilltop alive with butterflies, or some other serene woodland.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/11/2020 2:57:02 AM
|
2
|
0
|
--
|
Coming Soon
|
Comments