Charge. 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 9 (2d8) 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: detect evil and good, cause fear, pass without trace
1/day each: ray of sickness, dispel evil and good, entangle
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 three attacks: one with its hooves, one bite and one with its horn.
Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Teleport (1/Day). The unicorn magically teleports itself to a location the unicorn is familiar with, up to 1 mile away.
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.
Shadow Shield (Costs 2 Actions). The unicorn creates a shadowy magical field around itself or another creature it can see within 60 feet of it. The target gains a +3 bonus to AC until the end of the unicorn’s next turn and ranged attacks against it suffer disadvantage.
Regenerate (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.
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.
- Cursed! Anyone entering the lair must make a wisdom saving throw (DC15). The curse takes the form of weeping sores and blisters over the skin. Speed -5 feet, initiative -2 and disadvantage on persuade or intimidate checks for D6 days.
If the unicorn dies, these effects end immediately.
Comments