Large Swarm of Large beasts, Any Alignment
Armor Class 17
Hit Points 48 (4d8 + 4)
Speed 50 ft., Climb 30 ft., Burrow 60 ft.
STR
17 (+3)
DEX
18 (+4)
CON
18 (+4)
INT
14 (+2)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws DEX +6
Skills Acrobatics +2, Investigation +2, Perception +3, Stealth +6, Survival +2
Senses Blindsight 60 ft of smell , Darkvision 60ft, Tremorsense 60ft Tremorsense was a type of sense that a few kinds of creatures had. Creatures with such a sense could detect and precisely locate vibrations, including those of other creatures. Creatures with tremorsense had to be in contact with the source of the vib, Passive Perception 14
Languages Abyssal, Blink Dog, Common, Draconic, Thieves' Cant
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.

 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d8 + 5) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (2d6 + 5) slashing damage.

Angel Bullet. Ranged Weapon Attack: +6 to hit, reach 130 ft., one target. Hit: 7 (2d8 + 6) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Bonus Actions
Cunning Action. You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.
Fast Hands. You can use the bonus action granted by your Cunning Action to make a Sleight of Hand check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
 

Innate Spellcasting. The unicorn’s innate spellcasting ability is Strength (spell save DC 16). The unicorn can innately cast the following spells, requiring no components:

At will: mass healing word, pass without trace, detect poison and disease

3/day each: Mage Armor

Reactions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d8 + 5) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (2d6 + 5) slashing damage.

Previous Versions

Name Date Modified Views Adds Version Actions
3/12/2023 6:54:13 PM
4
1
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Coming Soon

Monster Tags: Misc Creature

Habitat: DesertGrasslandHillMountain

Grim231v2

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