Large Plant, Neutral Good
Armor Class 12 Natural armor
Hit Points 67 (9d10 + 18)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
16 (+3)
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Elvish, Telepathy 60 ft. and Sylvan but can't speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Charge. If the Uni-Corn moves at least 20 feet straight toward a target and then hits it with a corn 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 Uni-Corn’s innate spellcasting ability is Charisma (spell save DC 14). The Uni-Corn can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft, pass without trace

1/day each: calm emotions, dispel evil and good, entangle

Magic Resistance. The Uni-Corn has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Uni-Corn’s weapon attacks are magical.

Actions

Multiattack. The Uni-Corn makes two attacks: one with its hooves and one with its corn.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Corn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Healing Touch (3/Day). The Uni-Corn touches another creature with its corn. 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 Uni-Corn 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 Uni-Corn is familiar with, up to 1 mile away.

Legendary Actions

The Uni-Corn 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 Uni-Corn regains spent legendary actions at the start of its turn.

Hooves. The Uni-Corn makes one attack with its hooves.

Shimmering Husk (Costs 2 Actions). The Uni-Corn creates a shimmering, magical husk around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the Uni-Corn’s next turn.

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

Lair and Lair Actions

Archdruid Bryrona's nature preserve serves as a regional lair and provides beneficial effects to all plant creatures. On initiative count 20 (losing initiative ties), the Uni-Corn takes a lair action to cause one of the following effects:

 

Toxic Spores. The nature preserve fills a 20-foot cube within the battlefield with toxic spores. Each non-plant creature in that area must succeed on a DC 11 Constitution saving throw or take 9 (2d6) poison damage and be poisoned until the end of its next turn.

Regeneration. The Uni-Corn regains 20 hit points if it has at least 1 hit point.

Habitat: Forest

Boofnasty

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