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.
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.
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
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
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3/12/2023 6:54:13 PM
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Coming Soon
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