Large Undead (Unicorn), Lawful Evil
Armor Class 15 Natural
Hit Points 111 (14d8 + 48)
Speed 50 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
11 (+0)
WIS
17 (+3)
CHA
16 (+3)
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 17
Languages Celestial, Elvish, Sylvan, Telepathy 60 ft.
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

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 (1d8) piercing damage and (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the unicorn regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Innate Spellcasting. The unicorn’s innate spellcasting ability is Charisma (spell save DC 17). The unicorn can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft, pass without trace

1/day each: calm emotions, dispel evil and good, entangle

Magic Resistance. The vampiric unicorn has advantage on saving throws against spells and other magical effects.

Legendary Resistance (3/Day). If the vampiric unicorn fails a saving throw, it can choose to succeed instead.

Magic Weapons. The vampiric unicorn’s weapon attacks are magical.

Regeneration. The vampiric unicorn regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampiric unicorn takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampiric unicorn’s next turn.

Vampire Weaknesses. The vampiric unicorn has the following flaws:

Forbiddance. The vampiric unicorn can’t enter a residence without an invitation from one of the occupants.

Sunlight Hypersensitivity. The vampiric unicorn takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The vampiric 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: +8 to hit, reach 5 ft., one target. Hit: 8 (2d8 + 4) piercing damage.

Healing Touch (3/Day). The vampire unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch neutralizes all poisons afflicting the target.

Children of the Night (1/Day). The vampiric unicorn magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire unicorn can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampiric unicorn and obeying its spoken commands. The beasts remain for 1 hour, until the vampiric unicorn dies, or until the vampiric unicorn dismisses them as a bonus action.

Teleport (1/Day). The vampiric unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the vampiric unicorn is familiar with, up to 1 mile away.

Legendary Actions

The vampiric 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 vampiric unicorn regains spent legendary actions at the start of its turn.

Move. The vampiric unicorn moves up to its speed without provoking opportunity attacks.

Hooves. The vampiric unicorn makes one attack with its hooves.

Twilight Shield (Costs 2 Actions). The vampiric unicorn creates a glimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the vampiric unicorn’s next turn.

Lair and Lair Actions

A Unicorn Vampire’s Lair

A unicorn vampire’s lair might be an ancient ruin overgrown with vines, a misty copse of mighty evergreen trees that form an impenetrable canopy, a sheltered cave surrounded by bracken, or some other woodland location protected from the sun. A mix of animals and undead animals will be in the region, and perhaps even a vampire spawn.

Regional Effects

Transformed by the creature’s unnatural presence, the domain of a vampiric unicorn might include any of the following effects:

  • A noticeable increase in the populations of bats, rats and wolves in the region.
  • Open flames of a nonmagical nature are extinguished within 500 feet of the unicorn vampire’s lair. Torches and campfires refuse to burn, but closed lanterns are unaffected.
  • A creeping fog clings to the ground within 500 feet of the unicorn vampire lair. The fog occasionally takes eerie forms, such as sharp spikes and writhing serpents.
  • Creatures native to the unicorn vampire’s domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.

If the unicorn vampire dies, these effects end after 2d6 days.

Previous Versions

Name Date Modified Views Adds Version Actions
6/22/2023 8:56:41 PM
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1
1
Coming Soon

Monster Tags: undead

Habitat: Forest

FFKonoko

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