Magic Resistance: The unicorn has advantage on saving throws against spells and other magical effects.
Charge. If the unicorn moves at least 20 ft. 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 spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells:
At will: detect evil and good, druidcraft, pass without trace
1/day each: crown of madness, dispel evil and good, entangle
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 +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.
Corrupting Touch. The unicorn touches another creature with its horn. The target takes 11 (2d8+2) necrotic damage. In addition, the touch either poisons the target, or causes them to contract a disease (DMG pg. 256)
Teleport. The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, and their equipment, to a location the unicorn is familiar with, up to 1 mile away.
Hooves. The unicorn makes one attack with its hooves.
Sickening Aura (Costs 2 Actions). The unicorn creates a sickly, magical field around itself. The next creature to make a melee attack against it must make a Constitution saving throw or be poisoned until the end of its next turn.
Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8+2) hit points.
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