Large Celestial (Angel, Shifter), Lawful Good
Armor Class 17
Hit Points 77 (9d10 + 18)
Speed 70 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws DEX +5, INT +3, WIS +6, CHA +6
Skills Animal Handling +10, Nature +14
Damage Resistances Damage from Spells
Damage Immunities Poison
Condition Immunities Grappled, Paralyzed, Poisoned, Restrained
Senses Truesight 120 ft., Passive Perception 16
Languages Celestial, Common Humanoid form only, Elvish, Sylvan, Telepathy 60 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Avatar of Lurue. The lady can use its action to polymorph into a humanoid, or back into its true form, which is a unicorn. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Woodland Tongue. The unicorn can communicate with beasts and plants as if they shared a language.

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

Charge (Unicorn form only).
 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) magical piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Multiattack (Unicorn form only). The unicorn makes three attacks: one with its hooves and two with its horn.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) magical bludgeoning damage.

Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) magical piercing damage.

Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 25 (2d12 + 3) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target. It also removes curses, exhaustion and any negative effects on the creature.

Teleport (3/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.

Unicorn Spellcasting (any form). The unicorn’s innate spellcasting ability is Charisma (spell save DC 17). The unicorn can innately cast the following spells, requiring no components:

At will: Detect evil and good, Druidcraft, Pass without Trace, Greater Invisibility

1/day each: Calm emotions, Dispel evil and good, Sanctuary, Remove Curse, Dispel Magic, Daylight, Antimagic Field, Foresight, Contact Other Plane

Bonus Actions

Agility. The unicorn can move up to half its movement speed without provoking opportunity attacks.

Reactions

 Uncanny Dodge. The unicorn can halve any instance of damage that it can see the source from. 

Greater Evasion. The unicorn takes no damage when it succeeds in a DEX save against a damaging effect.

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.

Stomp. The unicorn makes one attack with its hooves.

Shining Shield (Costs 2 Actions). The unicorn creates a shimmering, magical field around itself or another creature it can see within 70 feet of it. The target gains a +2 bonus to AC until the end of the unicorn’s next turn.

Respite (Costs 3 Actions). The unicorn magically regains 14 (2d10 + 4) hit points.

Description

Unicorns are in the world again. No sorrow will live in me as long as that joy, save one...and I thank you for that part, too.

Amalthea, also known as the Lady of Lurue, is the last true unicorn. She is a beautiful and immortal white unicorn who is the protector of her forest home and was believed to be the last of her kind. This drove her to find the other unicorns, who are rumored to have disappeared until it was later revealed that they were herded to the far ends of the world by an elemental entity known as the Red Bull. The Unicorn is free-spirited and open-minded, showing concern and compassion to all around her. Her personality changes as her story progressed; she also becomes saddened when she discovers the fate of her kind and when she turned into a human by Schmendrick the Magician, she greatly suffered from shock to the point where she broke down, claiming that she is more afraid of her mortal form than even the Red Bull. She is very much a lost, lonely, frightened soul who seeks to find what matters most to her in the world.

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.

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 non-magical nature are extinguished within the unicorn’s domain. Torches and campfires refuse to burn, but closed lanterns are unaffected. Environmental fires go out after one turn.
  • 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.
  • Unicorns can always sense a lie told in their presence. The area within 60 feet radius sphere of the unicorn acts as a permanent, passive Zone of Truth.

If the unicorn dies, these effects end immediately. Unless killed by a cursed or artifact item, the unicorn will regain life within 1d20 days. 

Monster Tags: AngelhumanoidfeyFey Lords and LadiesEpic Monster

Habitat: ForestGrassland

WishfulWarlock3

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