Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.
Charge. If the unicorn moves at least 20 ft. straight forward toward a target and then hits it with a horn attack on the same turn, the target takes and 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 spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells:
At Will: detect evil and good, druidcraft, pass without trace
1/day each: crown of madness, dispel evil and good, entangle
Magic Weapon. 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. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Corrupting Touch. The unicorn touches another creature with its horn. The target takes 11 (2d8 + 2) necrotic damage. In addition, the touch either poisons the target, or causes them to contract a disease (DMG pg. 256)
Teleport. The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, and their equipment, to a location the unicorn is familiar with, up to 1 mile away.
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.
Sickening Aura (costs 2 actions). The unicorn creates a sickly, magical field around itself. The next creature to make a melee attack against it must make a Constitution saving throw or be poisoned until the end of its next turn.
Heal Self (Costs 3 actions). The unicorn magically regains 11 (2d8 + 2) hit points.
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