Large Celestial, Typically Neutral Good
Armor Class 16 (Natural Armor)
Hit Points 161 (23d10 + 46)
Speed 50 ft.
STR
19 (+4)
DEX
15 (+2)
CON
15 (+2)
INT
13 (+1)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws WIS +6, CHA +7
Skills Insight +7, Medicine +7, Nature +4, Perception +7
Damage Resistances Poison, Radiant
Condition Immunities Charmed, Poisoned
Senses Darkvision 60 ft., Passive Perception 17
Languages Celestial, Elvish, Sylvan, Telepathy 60 ft. (Understands, but cannot speak. Communicates telepathically with emotions.)
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Legendary Resistance (3/day). If the Unicorn fails a saving throw, it can choose to succeed instead.

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.

Master Of Beasts. The Unicorn can comprehend and communicate with any Beast, even if the Beast knows no languages.

Innate Spellcasting. The Unicorn's innate spellcasting ability is Charisma (spell save DC 15). The Unicorn can innately cast the following spells, requiring no components:
At Will: Detect Evil And Good, Druidcraft, Guidance, Pass Without Trace
3/day: Calm Emotions, Fog CloudEntangle
2/day: Dispel Evil And GoodGoodberryGreater RestorationSpeak With Plants
1/day: Moonbeam (at 5th-level)

Actions

Multiattack. The Unicorn can use its Erupting Briars, and then make two attacks: only one of which can be with its Horn.

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 6 (2d6) radiant damage.

Moon Bolt. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (2d6+4) radiant damage.

Healing Touch (3/long rest). The Unicorn touches another creature with its horn. The creature regains 16 (3d8+4) hit points.

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

Erupting Briars (Recharge 5-6). The Unicorn touches its horn to the earth and causes a 5-foot-tall Wall Of Briars to erupt in a 90-foot line that is 10 feet wide. When the wall appears, each creature in its area is pushed into the nearest unoccupied space adjacent to the wall and must make a DC 15 Dexterity saving throw. On a failure, a creature takes 24 (6d8) piercing damage. On a success, a creature takes half damage.

The Wall Of Briars lasts until the start of the Unicorn’s next turn. The wall blocks line of sight and counts as difficult terrain for all creatures except the Unicorn. When a creature enters the wall's space for the first time on a turn, or starts its turn there, the creature must make a DC 15 Dexterity saving throw. On a failure, a creature takes 12 (3d8) piercing damage. On a success, a creature takes half damage.

Bonus Actions

Heal Self (1/short rest). The Unicorn regains 12 (2d8+4) 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 +3 bonus to its AC until the end of the Unicorn’s next turn.

Legendary Actions

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.

Reposition. The Unicorn moves up to its speed without provoking opportunity attacks.

Radiant Burst (Costs 2 Actions). The Unicorn creates a burst of radiant light around itself. Each creature of the Unicorn's choice within 15 feet of it must make a DC 15 Constitution saving throw. On a failure, a creature takes 12 (4d6) radiant damage and is Blinded until the end of the Unicorn's next turn. On a success, a creature takes half damage, but suffers no additional effects.

Description

Said to be older than the trees themselves, the Forest Master is a wise and powerful Unicorn who rules over the creatures of Darken Wood in Krynn. The ancient being’s body is wreathed in protective briars, and moonlight dances around the unicorn’s horn. Those who threaten the Forest Master’s lands find themselves beguiled by magical mist and nigh-impregnable thorny thickets, but those who gain the Forest Master’s favor are blessed with healing and protected as they traverse the woods.

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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