Large Celestial (Air, Elemental), Lawful Neutral
Armor Class 17
Hit Points 77 (10d10 + 18)
Speed 50 ft., Fly 70 ft.
STR
18 (+4)
DEX
20 (+5)
CON
16 (+3)
INT
12 (+1)
WIS
16 (+3)
CHA
16 (+3)
Damage Resistances Damage from Spells; All damage but Force, Radiant, and Psychic
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Blindsight 60 ft., Passive Perception 17
Languages Celestial, Elvish, Sylvan, Telepathy 60 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Wild 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 10 (2d8) radiant damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Innate Spellcasting. The unicorn’s innate spellcasting ability is Charisma (spell save DC 15). The unicorn can innately cast the following spells, requiring no components:

At will: Detect Evil and Good, Druidcraft, Pass Without Trace, Fog Cloud, Sleep, Dream, Daylight

1/day each: Calm Emotions, Dispel Evil and Good, Haste, Mirror Image, Gaseous Form, Wind Walk, Fly, Levitate, Dispel Magic, Control Weather

Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects. It also has resistance to spell damage.

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

Actions

Multiattack. The unicorn makes two attacks: one Take Down and one with its horn. It uses Aurora Beam if available.

Take Down. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) bludgeoning damage.

Mega Horn. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and 7 radiant damage.

Aurora Beam (Recharge 4-6). The unicorn emits a beam of radiant light in a 100-foot line in front of it. Each creature in the area must make a DC 18 Constitution saving throw. On a failed save, a creature takes 40 (14d6) radiant damage and is blinded until the end of its next turn. On a success, the creature takes half as much damage and is not blinded.

Fairy Gift (3/Day). The unicorn touches another creature with its horn. The target magically regains 25 (2d12 + 2) hit points. In addition, the touch removes all diseases, curses, exhaustion, 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.

Bonus Actions

Windswept. The unicorn moves up to its speed. This movement doesn't provoke opportunity attacks.

Misty Step (3/day). The unicorn teleports 30 feet to a location it can see that is unoccupied.

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.

Hooves or Horn. The unicorn makes one attack with its hooves or 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 15 (2d8 + 2) hit points.

Monster Tags: Angelfey

Habitat: CoastalForestGrasslandMountain

WishfulWarlock3

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