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.
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.