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.
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.
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