Large Celestial, Lawful Good
Armor Class 12
Hit Points 37 (9d4 + 9)
Speed 30 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 Passive Perception 13
Languages Celestial, Elvish, Sylvan, Telepathy 60 ft.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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

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

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

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

Actions

Multiattack. The unicorn spirit 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.

Healing Touch (2/Day). The unicorn spirit touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points.

Habitat: Forest

Ginntawnic

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