Medium Celestial, Lawful Good
Armor Class 12
Hit Points 33 (4d10 + 9)
Speed 40 ft.
STR
16 (+3)
DEX
12 (+1)
CON
13 (+1)
INT
11 (+0)
WIS
15 (+2)
CHA
14 (+2)
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Celestial, Elvish, Sylvan, Telepathy 60 ft.
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Charge. If the unipony 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 4 (1d8) piercing damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

Innate Spellcasting. The unipony’s innate spellcasting ability is Charisma (spell save DC 12). The unicorn can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft

1/day each: calm emotions

Magic Resistance. The unipony has advantage on saving throws against spells and other magical effects.

Magic Weapons. The unicorn’s weapon attacks are magical.

Actions

The unipony makes one attack with either its hooves or its horn.

Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Horn. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Healing Touch (1/Day). The unipony touches another creature with its horn. The target magically regains 5 (1d8 + 1) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Description

A unicorn is a legendary, magical horse of great size and abilities, capable of great deeds and magic. But the unipony? It's just a little guy!

Habitat: Forest

AHosselet

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