Large Monstrosity, Neutral Evil
Armor Class 12 natural
Hit Points 67 (9d10 + 18)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
16 (+3)
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60ft, Passive Perception 13
Languages Celestial, Elvish, Sylvan, Telepathy 60ft
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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.

Actions

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.

Legendary Actions

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.

Norybmot

Comments

Posts Quoted:
Reply
Clear All Quotes