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 good and evil, pass with out trace
1/day each: dispell good and evil, 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.
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
Multiattack. (Recharge 5-6) 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: 24 (6d8) bludgeoning damage.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (3d8+10) piercing damage + 25 (5d10) necrotic damage.
Deaths' Touch (Recharge 5-6). The unicorn touches another creature with its horn. The target magically loses 108 (18d12) hit points. In addition, the touch diseases the creature. Until dispelled by a spell of 5th level or lower , the creature must take 2d8 damage.
Teleport (1/Day). The unicorn magically teleports itself and up to three 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.
Rage. (1/Day) The Unicorn makes two Multiattacks.
Swift Kick. Melee Weapon Attack. When a creature hits the Unicorn with a melee attack, the Unicorn can lash out and kick the creature for 15 (3d10) points of damage.
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.
Shield of Darkness (Costs 2 Actions). The unicorn creates a dark, magical field around itself. It gains a +2 bonus to AC until the end of the it’s next turn.
Heal Self (Costs 3 Actions). The unicorn magically regains 30 (5d12) hit points.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
From afar, it looks like a regular Unicorn, but as you draw closer, you will see dark splotches on its flesh. These creatures were long ago corrupted by a dark witch, baba yaga, to act as gaurdians.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Comments