Charge. If the reindeer 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 14 Strength saving throw or be knocked prone.
Innate Spellcasting. The unicorn’s innate spellcasting ability is Charisma (spell save DC 14). The reindeer can innately cast the following spells, requiring no components:
At will: detect evil and good, druidcraft
1/day each: calm emotions,
Magic Weapons. The reindeer's weapon attacks are magical.
Multiattack. The reindeer makes two attacks: one with its hooves and one with its horn.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Healing Touch (2/Day). The reindeer touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Teleport (1/Day). The reindeer 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 reindeer is familiar with, up to 1 mile away.
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