Charge. If the unicorn foal moves at least 20 feet straight toward a creature and then hits it with a horn attack on the same turn, the target takes an extra 5 (2d4) piercing damage. If the target is a creature of size large or smaller, it must succeed on a DC 13 Strength saving throw or be knocked prone. If the target fails the save by more than 5, the unicorn foal can make another attack with its hooves against it as a bonus action.
Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 3) piercing damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Teleport (1/Week). Once per week, when the unicorn foal would be reduced to 0 HP, it instead magically teleports itself and up to one willing creature it can see (or that is riding it) 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.
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