Charge. If the corrupted 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 1d8 (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 corrupted unicorn's innate spellcasting ability is Intelligence (spell save DC 12). The unicorn can innately cast the following spells, requiring no components:
At will: Eldritch Blast, Fog Cloud animate dead
1/day each: bestow curse,
Magic Resistance. The corrupted unicorn has an advantage on saving throws against spells and other magical effects.
Magic Weapons. The corrupted unicorn's weapon attacks are magical.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Horn. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) piercing damage.
Corrupting Touch (3/Day). The unicorn touches another creature with its horn. The target must make a constitution saving throw or it takes 1d6 (1d6 + 2) poison damage. The target is then poisoned and must make another constitution saving throw at the start of their next turn, or take 1d4 of poison damage.
Description
Corrupted Unicorns are unicorns that have been tainted by poison and infernal magic. It is unclear how a unicorn becomes corrupted, but it is known that the corruption that spreads through them twists their magic, weakening them.
A corrupted unicorn may be healed of its corruption if one is brave enough to try.
Lair and Lair Actions
The Corrupted Den
A corrupted unicorn's lair might be an ancient forest, now decayed and dying, a misty lake filled with pollution, a hilltop where a battle has just ended, or some other desolate and infernal location.
Regional Effects
Transformed by the creature's infernal presence, the domain of a corrupted unicorn might include any of the following magical effects:
- When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the possible amount of hit points the target can regain is halfed.
- Any creature that enters the lair may have to make a constitution saving throw or take 1d4 poison damage.