Large Celestial, Lawful Good
Armor Class 12
Hit Points 34 (5d10 + 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 Celestial, Elvish, Sylvan, Telepathy 60 ft.
Challenge 3 (700 XP)
Proficiency Bonus +2
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). The unicorn can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft, pass without trace

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

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

Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 6 (1d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Habitat: Forest

Bristuon_Thundergrip

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