Small Celestial, Lawful Good
Armor Class 10
Hit Points 6 (1d10)
Speed 40 ft.
STR
10 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 12
Languages Celestial, Telepathy 60 ft.
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

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: detect evil and good, pass without trace

1/day each: 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

 Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 3 (1d4 +1) piercing damage.

Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains4 (1d4 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Teleport (1/Day). The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.

Legendary Actions

 

 

Habitat: Forest

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