Small Celestial, Lawful Good
Armor Class 12
Hit Points 10 (5d4 + 2)
Speed 50 ft.
STR
13 (+1)
DEX
14 (+2)
CON
9 (-1)
INT
16 (+3)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws WIS +2, CHA +5
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Truesight, Passive Perception 13
Languages Telepathy 60 ft.
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Charge. If the unicorn moves at least 30 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 2d4 piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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: druidcraft, light, ray of frost

1/day each: calm emotions, entangle, goodberry

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

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

Actions

Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.

Hooves. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. (2d4 + 4) bludgeoning damage.

Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. (1d8 + 4) piercing damage.

Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains (2d4 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

 

Description

A unicorn foal, still learning the ways of the world. It is small and feeble, but in a pinch, can put up a fight. It's slender spiraling horn makes it stand out from baby horses, along with it's ivory white and grey dappled coat. 

Lair and Lair Actions

 

immortalmailmaan

Comments

Posts Quoted:
Reply
Clear All Quotes