Innate Spellcasting. The Unikitties’ innate spellcasting ability is Charisma (spell save DC 14). 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 Unikitties has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Unikitties’ weapon attacks are magical.
Multiattack. The Unikitties makes two attacks: two with its claws or one with its horn and bite.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6) slashing damage.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Healing Touch (3/Day). The Unikitties touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Teleport (1/Day). The Unikitties 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 unicorn is familiar with, up to 1 mile away.
The Unikitties can take 3 mythical actions, choosing from the options below. Only one mythical action option can be used at a time and only at the end of another creature’s turn. The Unikitties regains spent mythical actions at the start of its turn.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be paralyzed for 24 hours. Until this paralysis ends, the target is unconscious. Another creature can use an action to shake the target awake but the creature will not be strong enough to do anything but run away.
Shimmering Shield (Costs 2 Actions). The Unikitties creates a shimmering, 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 Unikitties' next turn.
Heal Self (Costs 3 Actions). The Unikitties magically regains 11 (2d8 + 2) hit points.
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