Charge. If the [monster name] moves at least 20 feet straight toward a target and then hits it with a body slam attack, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Innate Spellcasting. The [monster name] innate spellcasting ability is Charisma (spell save DC 14). The [monster name] can innately cast the following spells, requiring no components:
Cantrips (at will): [Thaumaturgy], [Shape Water], [Friends]
1st level (1/day each): [Grease], [Earth Tremor]
Magic Resistance. The [monster name] has advantage on saving throws against spells and other magical effects.
Magic Weapons. The[monster name]'s weapon attacks are magical.
Multi Attack. The [monster name] makes two attacks; a body slam attack and a bite/nom attack with its toothless mouth.
Body Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11(2d6 + 4) [bludgeoning] damage.
Nom. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11(2d6 + 4) [bludgeoning] damage and the target makes a Dexterity Saving throw (DC: 14); on a fail, the target is retrained until they succeed on an Athletics check or until the [monster name] releases them.
Bouldering Charge. The [monster name] uses its movement to barrel through hostile creatures, knocking them prone. Any creature directly in its path makes a Dexterity Saving throw (DC: 14); on a failed save, the creature is shoved 5ft and knocked prone. On a success, the creature is able to avoid being shoved and knocked prone, returning to its original place after [monster name] has zoomed past. Inanimate, moveable objects automatically fail.
The [monster name] 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 [monster name] regains spent legendary actions at the start of its turn.
Nom Attack. The [monster name] makes one attack with its toothless mouth.
Shimmering Shield (Costs 2 Actions). The [monster name] 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 [monster name]’s next turn.
Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.
Lair and Lair Actions
A [monster name] lair might be a pre-historic, hidden den with a shallow pond, the cellar of an average home, or some other hiding place.
Regional Effects
Transformed by the creature’s fey presence, the domain of a [monster name] might include any of the following magical effects:
- Open flames of a nonmagical nature are extinguished within the [monster name]'s domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
- Creatures native to the [monster name]'s domain have an easier time with social interaction; they have Advantage on all Charisma (Persuasion) checks made to ingratiate themselves.
- When a chaotic-aligned creature casts a spell or uses a magical effect that causes another chaotic-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
Curses affecting any chaotic-aligned creature are suppressed. If the [monster name] dies, these effects end immediately.
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