Black Horn. Rare. Allows darkvision and truesight for 60 ft. A creature taken to 0 HP with the Black Horn immediately turns to ash. Any effect of post 0 HP is negated (ex: undead fortitude no longer applies).
A virgin instead can feel an intense orgasm upon touching the horn (does not apply to attacks), they remain a virgin.
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 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone
Sinful Blindness. All non virgins or those incapable of mating have disadvantage on any skill check that tries to locate the unicorn.
Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons. The unicorn's weapon attacks are magical.
Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Horn. (Advantage against non virgins) Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 10) piercing damage.
Dodge. (1/round) The unicorn dodges a projectile, when it comes to magic it’s as if the unicorn succeeds the saving throw all other effects of the spell apply.
The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.
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.
Description
Unicorn are a magical creature that are impossible to hunt by regular methods. The reason to hunt one is to obtain the source of its magic: the horn. Unicorn horns do not shed like deer antlers, instead they have the one horn that grows to a couple feet long.
The horn itself shimmers with the color that it is, clearly magical to anyone who sees it. The unicorn itself can be any color a horse can be, unusually matching the color of the horn.
THE BEST WAY TO CAPTURE A UNICORN: the unicorn will willingly appear itself to a humanoid virgin capable of mating (no warforged with *****s) and of proper age. The unicorn approaches the virgin feeling comfortable and blinded of danger if it’s present. The unicorn will come within reach of the virgin, especially if no one else is near, only then can the unicorn be grappled (the only way this is possible) and eventually incapacitated.
- 1 person grappling = unicorn advantage to escape
- 2 people grappling = equal dice
- 3+ people grappling = players get advantage
Only then can the unicorn be killed or have its horn taken away with any type of weapons.
Image can be found on: unicorn images org
Lair and Lair Actions
A Unicorn’s Lair
A unicorn’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 location.
Regional Effects
Transformed by the creature’s celestial presence, the domain of a unicorn might include any of the following magical effects:
- All creatures are calm and happy.
- Everyrhing is blooming and colors seem brighter almost unreal.
- Humanoid virgins are more calm and focused they get advantage on: charisma and wisdom saving throws and skill checks.
If the unicorn dies or it’s horn is taken away, these effects end immediately, also but only upon death:
- Everything in 30 ft radius wilts
Previous Versions
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2/7/2021 6:37:22 PM
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Coming Soon
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