Medium Dragon, Lawful Good
Armor Class 16 (natural armor)
Hit Points 29 (5d8 + 7)
Speed 30 ft., fly 60 ft.
STR
15 (+2)
DEX
12 (+1)
CON
13 (+1)
INT
14 (+2)
WIS
13 (+1)
CHA
13 (+1)
Saving Throws DEX +3, CON +3, WIS +3, CHA +3
Skills Perception +4, Stealth +3
Damage Immunities Poison, Radiant
Condition Immunities Charmed, Poisoned
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Languages Celestial, Draconic
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 11). The dragon can innately cast the following spells, requiring no components:

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

1/day each: calm emotions, dispel evil and good, entangle

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

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2); piercing damage plus 3 (1d6); radiant damage.

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

Glitter Breath (Recharge 5–6). The dragon exhales a shimmering light in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one. On a failed save, the glitter sticks to the creature for one minute, dealing 3 (1d6) radiant damage on the start of each of their turns. The saving throw may not be repeated.

Description

It's unknown how these dragons came to be, but they seem to be a hybrid of a dragon and a unicorn. They tend to have white or golden scales with a colorful, swept-back frill. Additionally, they have the magical horns of unicorns, which not only give them resistance to magic and spellcasting abilities but can also be used as a dangerous weapon. Although, they're usually a bright, sparkly rainbow color.

Lair and Lair Actions

A unicorn dragon’s lair might be an ancient ruin overgrown with vines, a misty clearing surrounded by mighty oaks, a flower-covered hilltop alive with butterflies, or some other serene woodland location.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
  • Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.

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 dragon’s domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.
  • When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
  • Curses affecting any good-aligned creature are suppressed.

If the unicorn dragon dies, these effects end immediately.

Habitat: Forest

CobaltSeeker

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