Charge. If the badgercorn moves at least 15 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 1d8 piercing damage.
Innate Spellcasting. The badgercorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:
At will: druidcraft, pass without trace (self only)
1/day each: calm emotions, dispel evil and good, entangle, pass without trace (others)
Magic Resistance. The badgercorn has advantage on saving throws against spells and other magical effects.
Magic Weapons. The badgercorn's horn attack is magical.
Healing Boost. When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points within 5 ft. of the badgercorn, the target regains the maximum number of hit points possible for the spell or effect.
Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 4 piercing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 4 slashing damage.
Healing Touch (3/Day). The badgercorn 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.
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 2d8 + 2 hit points.
Previous Versions
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1/20/2021 1:32:15 AM
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Coming Soon
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