Large Celestial, Typically Neutral Good
Armor Class 12 (Unarmored)
Hit Points 140 (20d10 + 40)
Speed 50 ft.
STR
19 (+4)
DEX
15 (+2)
CON
15 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
17 (+3)
Skills Insight +6, Medicine +6
Damage Resistances Poison, Radiant
Condition Immunities Charmed, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Celestial, Elvish, Sylvan, Telepathy 60 ft. (Understands, but cannot speak. Communicates telepathically with emotions.)
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Charge. If the Unicorn moves at least 20 feet straight toward a creature and hits it with its Horn, the creature must make a DC 15 Strength saving throw. On a failure, a creature is knocked Prone and the Unicorn can make an additional attack against the creature with its Hooves as a bonus action.

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

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 Evil And Good, Druidcraft, Pass Without Trace
1/day: Calm Emotions, Dispel Evil And Good, Entangle

Actions

Multiattack. The Unicorn can make two attacks: one with its Hooves and one with its Horns.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6+4) bludgeoning damage.

Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage and 3 (1d6) radiant damage.

Moon Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 9 (2d6+3) radiant damage.

Healing Touch (3/long rest). The Unicorn touches another creature with its horn. The creature regains 11 (2d8+3) hit points.

In addition, the Unicorn removes all diseases and neutralizes all poisons afflicting the creature.

Bonus Actions

Heal Self (1/short rest). The Unicorn regains 7 (1d8+3) hit points.

Rainbow Teleport (1/short rest). The Unicorn magically teleports to an unoccupied space it can see within 30 feet.

Reactions

Shimmering Shield (3/long rest). When a creature the Unicorn can see within 60 feet of it is targeted by an attack, the Unicorn can create a shimmering, magical field around the creature. The creature gains a +2 bonus to its AC until the end of the Unicorn’s next turn.

Description

Unicorns dwell in enchanted forests. Unrelated to the horses it resembles, a Unicorn is a celestial creature that wanders sylvan realms, its white form glimmering like starlight.

A Unicorn’s brow sports a single spiraling horn of ivory whose magical touch can heal the sick and the injured. Its ears catch the words and whispers of the creatures that share its domain, and it knows the tongues of elves and sylvan folk. Unicorns allow good-hearted creatures to enter their woods to hunt or gather food, but they hold evil ever at bay. Foul-hearted creatures seldom leave a Unicorn’s domain alive.

Divine Guardians. Good deities placed Unicorns on the Material Plane to ward away evil and preserve and protect sacred places. Most Unicorns protect a bounded realm such as an enchanted forest. However, the gods sometimes send a Unicorn to guard sacred artifacts or protect specific creatures. When the forces of darkness strike against an individual the gods wish to protect, they might send that individual to a Unicorn’s forest, where evil creatures pursue at their peril.

Unicorns most often serve deities of the forest and woodlands, including the gods of benevolent fey. Although all Unicorns have natural healing power, some serve the gods in greater capacities, performing miracles normally reserved for high priests.

Forest Lords. A Unicorn's forest is a celestial realm where nothing that occurs beneath the sun-dappled leaves escapes the creature’s notice. A Unicorn hears each breathy tune sung by the elves that reside amid the treetops. It senses where every caterpillar spins its cocoon, each leaf and branch upon which a bright butterfly rests its tired wings.

In a Unicorn’s forest, a sense of calm pervades. From wolves and foxes to birds, squirrels, and tiny insects, the creatures of a Unicorn’s domain seem quite tame. Pixies, sprites, satyrs, dryads, and other normally mercurial fey loyally serve a Unicorn when they dwell within its woods. Under a Unicorn’s protection, creatures feel safe from the threat of encroaching civilization and the insidious spread of evil.

A Unicorn roams its domain constantly, moving ever so carefully so as not to disturb other denizens. A creature might catch a passing glimpse of the Unicorn then suddenly see nothing but the wild woods.

Sacred Horns. A Unicorn’s horn is the focus of its power, a shard of divine magic wrought in spiraling ivory. Wands of Unicorn Horn channel powerful magic, while Unicorn Horn weapons strike with divine force. Wizards can work powdered Unicorn Horn into potent potions and scroll ink, or use it as a component in eldritch rituals. However, any creature that takes a role, no matter how small, in slaying a Unicorn is likely to become the target of divine retribution.

Blessed Mounts. When darkness and evil threaten to overwhelm the mortal world, the gods sometimes see fit to pair a Unicorn mount with a champion. A paladin astride a Unicorn is a sign of the gods’ direct intervention in the affairs of the mortal realm. It is a holy alliance made to cleave the heads from demons and banish devils back to the Nine Hells.

As long as the troubled times of darkness persist, the Unicorn stays by the champion, its horn shining brightly to drive back the night. However, if the gods’ champion falls from grace or turns from the cause of righteousness and good, the Unicorn departs, never to return.

Lair and Lair Actions

A Unicorn’s lair might be an ancient ruin overgrown with vines, a misty clearing surrounded by mighty oaks, a flower-covered hilltop alive with butterflies, or some other serene woodland location.

Regional Effects

Transformed by the creature’s celestial presence, the domain of a Unicorn might include any of the following magical effects:

  • Open flames of a non-magical nature are extinguished within the Unicorn’s domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
  • Creatures native to the Unicorn’s domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.
  • When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
  • Curses affecting any good-aligned creature are suppressed.

If the Unicorn dies, these effects end immediately.

Habitat: Forest

BarryLancaster

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