Gore. If the 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 2d6 slashing damage. If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or be grappled. A grappled creature can repeat the saving throw as an action on their subsequent turns. On a fail, the creature takes an additional 2d6 slashing damage and remains grappled.
Brand of Castigation (1/day). When the unicorn damages a creature with a horn attack while its Crimson Rite is active, it can sear an arcane brand into that creature. The brand lasts until dispelled with dispel magic or until the unicorn uses this feature to brand another creature. For the duration, the unicorn knows the direction of the branded creature while on the same plane as it. Further, each time the branded creature deals damage to the unicorn while within 5 feet of it, the branded creature takes 4 psychic damage.
Innate Spellcasting. The unicorn’s innate spellcasting ability is Wisdom (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:
At will: bane, bless, create or destroy water, detect evil and good, guidance, healing word, light, invisibility, mending, protection from evil and good, resistance, sacred flame, sleep, spare the dying, speak with animals, speak with plants, thaumaturgy
3/day each: crown of madness, dispel magic, false life, feign death, hold person, hunter’s mark, jump, remove curse, revivify, tongues
1/day each: banishment, confusion, freedom of movement, hold person, ray of enfeeblement
Celestial Ancestry. The unicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons. The unicorn’s weapon attacks count as magical.
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: 2d6 + 4 bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8 + 4 piercing damage plus 1d6 radiant damage.
Healing Touch (3/Day). The unicorn touches a creature with its horn. The target magically regains 2d8 + 2 hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Teleport (1/Day). The unicorn 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 unicorn is familiar with, up to 1 mile away.
Crimson Rite (3/each day). As a bonus action on its turn, the unicorn can invoke a blood rite that infuses its horn with elemental energy. The effect of the rite lasts for one minute or until the unicorn chooses to end it.
Rite of Flame. For the duration, horn attacks deal an additional 2d6 fire damage.
Rite of Frost. For the duration, horn attacks deal an additional 2d6 cold damage.
Rite of Storms. For the duration, horn attacks deal an additional 1d6 lightning plus 1d6 thunder damage.
Holy Blood. When a creature that is within 5 feet of the unicorn hits it with an attack that deals piercing or slashing damage, the unicorn can use its reaction to cause the creature to make a DC 15 Constitution saving throw. On a failure, creature becomes blinded until the end of its next turn.
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.
Shimmering Shield (Costs 2 Actions). The unicorn creates a shimmering, magical field 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 unicorn’s next turn.
Heal Self (Costs 3 Actions). The unicorn magically regains 3d8 + 3 hit points.
Description
Lords of the Wild. Unicorns dwell in enchanted forests, on the slopes of lofty mountains near holy sites, or in ice bound fjords cursed with eternal winter, frolicking beneath the silver light of stars and feasting on the flesh of mortals who disrespect their dominion. Infamous for the three foot long horn that spirals from their ivory brows, a unicorn’s blood is said to cure the sick, bring good fortune, and even resurrect the dead. These perhaps tall tales can lead to adventurers seeking out the mystical creatures in search of miracles, often leading to conflict, and seldom in the favor of the foolhardy mortal who sought out the bloodthirsty beast.
Divine Messengers. Unicorns often serve the gods as mounts, messengers, or other tasks for which more lofty servitors are considered ill-suited. As creatures of unrestrained nature, unicorns serve only the gods of chaos and trickery, such as the Frostmaiden, and even then, their “servitude” is more likely something to entertain themselves with than genuine loyalty.
Creation. It is said that during the conflict between the Beastlord and the Lady of Love, their spilt holy blood mingled in the forge of creation, birthing the first unicorns. The form of unicorns may be beautiful, and they may be capable of granting miracles, but their hearts are cruel, and it is said that they desire nothing more than to taste the blood of those towards whome they feel some resentment.
Lair and Lair Actions
A Unicorn’s Lair
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 nonmagical 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 chaotic-aligned creature fails an attack roll, ability check or saving throw, they can reroll the die and must use the new roll.
- When a creature of a non-chaotic alignment is within the unicorn’s domain for more than 1 hour, it must succeed on a DC 15 Wisdom saving throw or suffer the effects of the confusion spell.
If the unicorn dies, these effects end immediately.
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