Large Fiend, Chaotic Evil
Armor Class 16
Hit Points 67 (9d10 + 18)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
16 (+3)
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Telepathy 60 ft. ( one environmentally appropriate language such as undercommon, infernal, or abyssal)
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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.

Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 14, + 6 to spell attacks). The unicorn can innately cast the following spells, requiring no components:

At will: inflict wounds cause fear, cure wounds

3/day: darkness(self only) , invisibility (self only)

1/day each: contagion, hellish rebuke(4th level)

Magic Resistance. The black unicorn has advantage on saving throws against spells and other magical effects.

Magic Weapons. The black unicorn's weapon attacks are magical.

Aura of Dread. The black unicorn radiates an aura similar to the effects of the silence spell in a 15‑foot radius around them. This dose not inhibit the unicorn's spellcasting.

Aversion to Light. While in light greater than dim light, the black unicorn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Undetectable Alignment. Black unicorns are under a constant undetectable alignment effect, hiding their evil nature when necessary. The black unicorn may suppress or resume this ability as a bonus action.

Deceptive Form. As an action, a black unicorn can change it's appearance to that of a regular horse or a white unicorn, this effect functions like the alter self spell.

Actions

Multiattack. The black unicorn makes two attacks: one with its hooves and one with its horn, either of which can be replaced with a bite attack.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the target is a creature of any non evil alignment it must succeed on a DC 15 Constitution saving throw or be paralyzed for up to three days. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage.

Poisoning Touch (3/Day). The black unicorn touches another creature with its horn. The target must succeed on a DC 14 Constitution saving throw or become magically poisoned and take 11 (2d8 + 2) points of poison or necrotic damage. In addition, the target becomes poisoned and must repeat the saving throw at the start of each of their turns or take an additional 11 (2d8 + 2) points of poison or necrotic damage, ending the [Tooltip Not Found] on a success.

Shadow Teleport (1/Day). The unicorn can, while in dim light or darkness, magically teleport itself, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away. It can bring one creature that is riding it, the destination of this teleportation must be in dim light or darkness.

Legendary Actions

The black 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 black unicorn regains spent legendary actions at the start of its turn.

Hooves. The black unicorn makes one attack with its hooves.

Charge (Costs 2 Actions). The black unicorn moves up to it's speed, then makes a horn attack.

Heal Self (Costs 3 Actions). The black unicorn magically regains 11 (2d8 + 2) hit points.

Description

The creature you initially mistook for a horse suddenly changes before your eyes. In it's place stands a coal-black equine with cunning red eyes and powerful-looking hooves. It's tail lashes back and forth as it paws the ground, and a 2 foot long horn the color of old bone that grows from the center of it's forehead is lowered in preparation for a charge.

Black Unicorns are believed to be the offspring of nightmares and captured unicorns. They have a love of combat and inflicting pain and terror on their foes, and are prized as mounts by evil beings, especially blackguards and evil clerics. They are intelligent and can speak several languages, usually common and an environmentally appropriate language (such as undercommon, infernal, or abyssal). Occasionally they will serve neutral-aligned creatures for evil purposes, but will never willingly serve a good-aligned creature unless they plan to betray the creature later.

Black unicorns prefer a more nomadic existence. They especially enjoy traveling in wastelands or areas that have been devastated by disaster or war. When traveling alone, most black unicorns disguise themselves as a normal horse, or even a white unicorn in order to fool the unwary. While black unicorns can feed as most equines do, black unicorns prefer to eat fresh meat, preferably from a creature they terrified before killing.

 Black unicorns were unicorns who had been corrupted with the blood of demons and other fiends. They were known to live in Thay. Black unicorns had coal-black fur and silky manes. Their eyes could be glossy black or burning red. Their distinctive spiraled horns were long and chased with silver. Unlike normal unicorns, they had the sharp teeth of a carnivore.

Black unicorns were crazed, hateful creatures that lived for violence. They delighted in causing pain and suffering and preferred to eat their meals alive. When wild, they enjoyed inflicted pain on anyone and everything around them for the sheer joy of. They especially hated horses and normal unicorns. 

However, they were also chaotic, fickle, and concerned for their own safety; it was not unknown for them to flee when the tide of battle turned against them.

Black unicorns, like their more peaceful kin, had multiple magical abilities. Like all unicorns, they could not be magically charmed or held and were immune to poison and to death spells. They continually radiated silence in a 15‑foot (4.6‑meter) radius around them.  Three times per day, they could turn invisible, or radiate darkness for 15 feet (4.6 meters) around them. Additionally, if they successfully attacked an opponent with their horn, they could inflict wounds up to three times each day. Once per day, they could teleport themselves and their riders without risk, but could only teleport while in darkness or shadow. Their teleportation ability did not necessarily effect their rider, however, and the person would sometimes be left behind to fend for herself.

 It was rumored, do to the black unicorn's high intelligence, that Thayan wizards were trying to teach them to cast spells with only verbal components. Additionally, black unicorns could see up to 300 feet (91 meters) in complete and even magical darkness. However, they disliked light, being effectively blinded.

The horn of a black unicorn was poisonous; anyone struck by it risked being paralyzed for as long as three days before dying of heart failure. The horn could be used to make an extremely potent and fast-acting poison that could kill or paralyze the victim. It could also be ground up to make a highly potent contact poison.

Black unicorns were normally solitary but could also be found in small family units dominated by the strongest male or female. They were unnatural carnivores that particularly enjoyed eating humans, elves, horses, and normal unicorns. When found in the wild, they lived in plains and forests. They were not territorial and wandered from place to place, often invisibly. 

Black unicorns were created by wizards in Thay, by mixing the blood of tanar'ri with that of normal unicorns, where they were kept as pets and as mounts in elite cavalry units. However, black unicorns would allow themselves to be ridden by any drow or human female of evil morality. They particularly enjoyed serving blackguards.

The process of becoming a black unicorn rider was hazardous: the applicant had to petition the unicorn directly. If they were found acceptable, then the unicorn would serve; if not, then the unicorn would immediately attack.

 

Monster Tags: Misc CreatureRed Wizardfiendmonstrosity

Habitat: DesertForestGrasslandUnderdark

Scarletsteam

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