Small Celestial, Lawful Good
Armor Class 11
Hit Points 13 (2d10 + 2)
Speed 25 ft.
STR
8 (-1)
DEX
12 (+1)
CON
12 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 11
Languages Telepathy 60 ft.
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 12). The unicorn can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft, 

1/day each: calm emotions, entangle, 

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

Actions

Healing Touch (1/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d6 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Vanish. The unicorn can magically turn invisible until it casts spell or attacks, or until its  concentration ends (as if concentrating on a spell).

WExA

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