Large Celestial, Unaligned
Armor Class 13
Hit Points 85 (9d10 + 36)
Speed 35 ft.
STR
21 (+5)
DEX
17 (+3)
CON
19 (+4)
INT
8 (-1)
WIS
16 (+3)
CHA
10 (+0)
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 13
Languages Celestial, Common, Elvish
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Charge. If the unicow moves at least 20 feet straight toward a target and then hits it with a gore 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 Wisdom (spell save DC 13). The unicorn can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft, calm emotions

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: 13 (2d6 + 6) bludgeoning damage.

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage.

Description

i only made this do to one of my PC's

 

 

Habitat: Forest

Gamingknight94

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