Large Fey, Chaotic Evil
Armor Class 13
Hit Points 67 (9d10 + 18)
Speed 50 ft.
STR
17 (+3)
DEX
15 (+2)
CON
16 (+3)
INT
14 (+2)
WIS
13 (+1)
CHA
12 (+1)
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Telepathy 60 ft.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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: detect evil and good, druidcraft, pass without trace

1/day each: Darkness, dispel evil and good, 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.

Actions

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.

Poison Touch (3/Day). The unicorn touches another creature with its horn. The target magically loses 11 [rollable](2d8 + 2); Creatures must make a Constitution saving throw or take full damage. A successful saving throw means that the damage is halved. 

Teleport (3/Day). A black unicorn can magically teleport itself, 3 times a day,  to a location  the unicorn is familiar with, up to 1 mile away or within 20 feet. Usually it will teleport to attack from behind opponents twice and then depart if it is badly hurt.  

Legendary Actions

The 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.

Aura of Fear (Costs 2 Actions). The unicorn creates a cone of Fear emanating from its horn.  Each creature within the 30 foot cone must make a successful Wisdom saving throw or drop whatever they are holding and are frightened.  They must dash away in the safest direct route until they are out of sight or can go no further. If the creature no longer has direct line of sight they may make another Wisdom saving throw and if successful the effect ends. 

Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.

Description

Very rare and said to be an abomination created in the dark, Unseelie courts, a black unicorn is as evil and twisted as a magical unicorn is good.  They shun the daylight lurking in dark forests and cavern systems.  Their coats are matted, and patchy, where balding, they are badly scarred and a mix of charcoal grey and midnight black in colour. A black unicorn's  horn is  twisted, and dark grey with streaks of alabaster yellow. Their eyes burn with the light of dark, red coals and their hooves leave sparks in their wake on rocky surfaces.  

   Black unicorns are intelligent, fearsome predators and flesh eaters.  They are relentless hunters and are known to kill deer, elk, horses and other livestock  simply for sport. They will work with some dark Fey and communicate through an empathic form of telepathy.  They shun bright light and sunlight, preferring to roam from twilight to dawn and during the day will seek out dark shadowy shelters in the forms of old abandoned barns, ruins, grotty canyons and caves.

  It is very rare to see a rider on their backs and that only if the rider has forced them into submission and servitude.

Lair and Lair Actions

A Black Unicorn’s Lair

A  black unicorn’s lair is likely to be a dark and desolate misty forest or moor, or an expansive underground cavern or ruin.  Black unicorns avoid bright light and sunlight. Natural living animals avoid the areas where they abide.  

Regional Effects

Transformed by the creature’s dark Fey presence, the domain of a unicorn might include any of the following magical effects:

  • Worms and insects rise to the surface and are likely to writhe actively within 60 feet of a black unicorn. Giant centipedes, scorpions, and beetles are likely to appear within 1d4 rounds of a black unicorn moving into a vicinity.
  • 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 good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains merely half the number of hit points possible for the spell or effect.
  • Curses affecting any good-aligned creature are rolled with advantage.

If the unicorn dies, these effects end immediately.

Habitat: Forest

Corvus2021

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