Charge. If the unicorn moves at least 30 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: [Tooltip Not Found], druidcraft, pass without trace
1/day each: calm emotions, [Tooltip Not Found], entangle
Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons. 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.
Death Touch (3/Day). The unicorn touches another creature with its horn. The target magically loses 8 (2d8 + 2) hit points. In addition, the touch gives you a random disease (up to DM)and inflicts poison to the target.
Teleport (1/Day). The unicorn magically teleports itself to one person who caused it damage it can see within 30 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 2 miles away.
The undead 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.
Weaking Shield (Costs 2 Actions). The unicorn creates a cloudy, magical field around another creature it can see within 60 feet of it. The target gains a -2 bonus to AC until the end of the unicorn's next turn.
Inflict (Costs 3 Actions). The unicorn magically inflicts 11 (2d8 + 2) damage on someone.
Lair and Lair Actions
A Undead Unicorn’s Lair
A undead unicorn’s lair might be an ancient ruin overgrown with vines, a mist clearing surrounded by wilting oaks, a mushroom-covered hilltop alive with moths, or some other swamp location.
Regional Effects
Transformed by the creature’s celestial presence, the domain of a unicorn might include any of the following magical effects:
- Open flames of a nonmagical nature are extinguished within the unicorn’s domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
- Creatures native to the unicorn’s domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.
- When a chaotic-aligned creature casts a spell or uses a magical effect that causes another chaotic-aligned creature to regain hit points, the target regains the half of the number of hit points possible for the spell or effect.
- Curses affecting any good-aligned creature are doubled.
If the unicorn dies, these effects wear down eventually
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