Charge. If the black 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 black 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, silence, vicious mockery
1/day each: enemies abound, ensnaring strike, greater invisibility
Magic Resistance. The black unicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons. The black unicorn’s weapon attacks are magical.
Necrotic Gore (3/Day). The black unicorn's horn oozes with corrupted magic. When the unicorn makes a horn attack the target takes an additional 11 (2d8 + 2) necrotic damage and must succeed on a DC 14 Constitution saving throw or become poisoned, the target can repeat the saving throw at the end of each of its turn. If the target fails the saving throw by 5 or more they become paralyzed for 1d4 days, at the end of the duration the target must succeed on the saving throw or die, a lesser restoration spell or similar magic ends the effect.
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.
Teleport (1/Day). If the black unicorn is in dim light or darkness, it can magically teleport 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 unicorn is familiar with, up to 1 mile away, the location must also be located in dim light or darkness.
The black unicorn can take 3 legendary actions, choosing from the option below. Only one legendary action 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 black unicorn makes one attack with its hooves.
Silent Dome (Cost 2 Actions). The black unicorn casts the silence spell in its space without requiring concentration, the spell moves with the unicorn and lasts until the black unicorn uses another legendary action.
Secrete Poison (Costs 3 Actions). The unicorn magically regains one use of its Necrotic Gore.
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