Large Celestial (Demon), Chaotic Evil
Armor Class 16
Hit Points 93 (11d10 + 33)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
11 (+0)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws STR +7, CON +6
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 300 ft., Passive Perception 13
Languages Celestial, Elvish, Sylvan, Telepathy 60 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
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 (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 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, darkness, silence

Magical Being. The unicorn has advantage on saving throws against spells and other magical effects and its weapon attacks are magical. Additionally the unicorn can see through magical darkness and can target itself with the darkness spell.

Poisonous Horn. The unicorn's Horn attack deals an additional 1d8 poison damage (included in the attack).

Actions

Multiattack. The unicorn makes three attacks: one with its hooves and two 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, plus 4 (1d8) poison damage and the target must succeed on a DC 15 Constitution Saving Throw or become Poisoned for 1 minute. If a creature already Poisoned fails this saving throw they instead become Paralyzed for 1 minute.

Teleport (1/Day). The unicorn magically teleports itself and its rider along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away. The unicorn cannot use this ability while in bright light.

Legendary Actions

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

Horn. The unicorn makes one attack with its horn.

Shimmering Shield (Costs 2 Actions). The unicorn 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 unicorn’s next turn.

Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.

Monster Tags: Demonfiend

Habitat: Forest

Lestrice

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