Large Celestial, Lawful Good
Armor Class 14 Natural armor
Hit Points 216 (18d10 + 32)
Speed 60 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
14 (+2)
WIS
21 (+5)
CHA
18 (+4)
Saving Throws WIS +8, CHA +7
Skills Insight +9, Perception +9
Damage Resistances Radiant
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 60 ft., Passive Perception 17
Languages Celestial, Elvish, Sylvan, Telepathy 60 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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

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 16 Strength saving throw or be knocked prone. 

Pass without Trace. While the Unicorn is within its forest it has a +10 to stealth rolls.

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

Magic Weapons. The unicorn's weapon attacks are magical.

 

 

 

 

 

Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The unicorn can innately cast the following spells, requiring no components:

At will: Druidcraft, Spare the Dying, Jump, Blur, Zone of Truth

3/day each: Entangle, Faerie Fire, Fog Cloud, Sanctuary, Moonbeam

1/day each: Plant Growth, Greater Restoration, Tree Stride, Sleep (At 5th level), Revivify, Confusion (At 6th level) 

Actions

Multiattack. The unicorn makes three attacks: two with its hooves and one with its horn.

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Horn. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 11 (2d10) radiant damage

Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 18 (3d8 + 4) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Teleport (1/Day). The 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 unicorn is familiar with, up to 1 mile away.

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.

Move (Costs 1 Action). The Unicorn moves up to half its speed without provoking opportunity attacks. 

Hooves (Costs 1 Action). The Unicorn makes one attack with its hooves.

Cast a spell (Costs 2 Actions). The Unicorn casts a spell. 

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 +5 bonus to AC until the end of the unicorn's next turn.

Heal Self (Costs 3 Actions). The unicorn magically regains 27 (5d8 + 4) hit points.

Lair and Lair Actions

A Unicorn’s Lair

A unicorn’s lair might be an ancient ruin overgrown with vines, a misty clearing surrounded by mighty oaks, a flower-covered hilltop alive with butterflies, or some other serene woodland location.

On initiative count 20 (losing initiative ties), the Unicorn takes a lair action to cause one of the following effects; the Unicorn can’t use the same effect two rounds in a row:

  • Heavy mist surrounds one creature causing them to become heavily obscured to others. The mist follows them around until it disappears. While surrounded by the mist, the creature is considered blinded. 
  • Strong winds pick up within 200 feet of the Unicorn. Ranged attacks within these winds are at disadvantage. 
  • Grasping weeds and vines sprout from the ground beneath all creatures that are hostile to the Unicorn. The creatures must succeed on a Strength saving throw (DC 14) or be restrained by the entangling plants until the end of their next turn. 

Regional Effects

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

  • Open flames of a nonmagical nature are extinguished within the unicorn’s domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
  • Creatures native to the unicorn’s domain have an easier time hiding; they have advantage on all Dexterity Stealth checks made to hide.
  • Creatures native to the unicorn's domain alert the Unicorn of outsiders presence. Resulting in the Unicorn knowing where outsiders are at all times. 

If the unicorn dies, these effects end immediately.

Habitat: Forest

Djoest

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