Medium Celestial (Unicorn), Lawful Good
Armor Class 12
Hit Points 62 (8d10 + 18)
Speed 60 ft.
STR
14 (+2)
DEX
18 (+4)
CON
18 (+4)
INT
14 (+2)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws CON +7, CHA +7
Skills Insight +18, Medicine +10, Survival +16
Damage Resistances Psychic
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Truesight, Passive Perception 16
Languages Celestial, Elvish, Sylvan, Telepathy 60 ft.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Charge. If the abath 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 (4d4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the abath takes 6 damage or less that would reduce it to 0 hit points, it is reduced to 2 hit point instead.

Innate Spellcasting. The abath’s innate spellcasting ability is Charisma (spell save DC 14). The abath 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, entanglespare the dyingresistance

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

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

Actions

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

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (4d4 + 2) bludgeoning damage.

Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Healing Touch (3/Day). The abath touches another creature with its horn. The target magically regains 14 (4d4 + 4) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Teleport (1/Day). The abath magically teleports itself and up to three willing creatures it can see within 10 feet of it, along with any equipment they are wearing or carrying, to a location the abath is familiar with, up to 1 mile away.

Mythic Actions

The abath can take 4 mythic actions, choosing from the options below. Only one mythic action option can be used at a time and only at the end of another creature’s turn. The abath regains spent mythic actions at the start of its turn.

Hooves. The abath makes one attack with its hooves.

Shimmering Shield (Costs 2 Actions). The abath 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 2 Actions). The abath magically regains 11 (2d8 + 2) hit points.

Description

The abath is similar to the unicorn, but they are only female. Its horn, when ground into a powder, is an antidote to poison and an aphrodisiac.

Lair and Lair Actions

An Abath’s Lair

An abath’s lair might be an ancient ruin overgrown with vines, a misty clearing surrounded by mighty trees, a flower-covered hilltop, or some other serene location.

Regional Effects

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

  • Open flames of a nonmagical nature are extinguished within the abath’s domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
  • Creatures native to the abath’s domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.
  • When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
  • Curses affecting any good-aligned creature are suppressed.

If the abath dies, these effects end immediately.

Habitat: CoastalForestGrasslandHillMountainSwamp

ndawgshedd

Comments

Posts Quoted:
Reply
Clear All Quotes