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 13 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Pass without Trace. While the Unicorn is within its forest, it has a +10 to Dexterity (Stealth) checks.
Innate Spellcasting. The unicorn’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The unicorn can innately cast the following spells, requiring no components:
At will: detect evil and good, druidcraft, spare the dying, zone of truth.
3/day each: entangle, faerie fire, fog cloud, lesser restoration, sanctuary, moonbeam.
1/day each: calm emotions, dispel evil and good, greater restoration, revivify.
Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons. The unicorn’s weapon attacks are magical.
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: 14 (2d8 + 5) bludgeoning damage.
Horn. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 18 (3d8 + 5) 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 five willing creatures it can see within 15 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 3 miles away.
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 its speed without provoking opportunity attacks.
Hooves (Costs 1 Action). The Unicorn makes two attacks 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 moves with the creature until the end of the unicorn's next turn. While surrounded by the mist, the creature is considered blinded.
- Strong winds pick up within a 120-foot radius of the Unicorn. Ranged attacks within this area are at disadvantage.
- Grasping weeds and vines sprout from the ground beneath all creatures that are hostile to the Unicorn within 60 feet of it. The creatures must succeed on a Strength saving throw (DC 18) 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.
- 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 unicorn dies, these effects end immediately.
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