Charge. If the unicorn moves at least 20 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: Cause Fear, Fog Cloud, pass without trace
1/day each: Hold Person, sickening radiance, ray of enfeeblement
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.
Dark Miasma.(1/Day) As an Action the Undead Unicorn unleashes a Pulse of Negative Energy in its Surroundings area. Each Creature within 30 feet of it must make a Constitution Saving Throw (DC 10). If the Creature Fails the Saving throw, it's Max Hit Points is Reduced by 10. If it makes the Saving throw its Reduced by 5 instead.This effect last until the effected created takes a long Rest or until the Undead Unicorn is Killed.







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