Large Celestial (Unicorn), Chaotic Evil
AC 14 Natural armor    Initiative +3 (13)
HP 95 (10d10 + 40)
Speed 50 ft.
Mod Save
STR 18 +4 +4
DEX 16 +3 +6
CON 18 +4 +4
Mod Save
INT 10 +0 +0
WIS 14 +2 +5
CHA 16 +3 +6
Skills Perception +5, Stealth +6
Resistances Cold, Fire, Lightning
Immunities Necrotic, Poison; Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 120ft; Passive Perception 15
Languages Abyssal Understands but only speaks telepathically., Celestial Understands but only speaks telepathically., Common Understands but only speaks telepathically.
CR 5 (XP 1,800; PB +3)
Traits

Corrupting Presence.

Any beast or celestial that starts its turn within 30 feet of the corrupted unicorn must make a DC 14 Wisdom saving throw or be frightened until the start of their next turn. A creature that succeeds on the save is immune to this effect for 24 hours.

Shadow Steed.

The corrupted unicorn leaves behind a trail of ghostly, blackened mist wherever it moves. This mist lightly obscures the area it passes through and disappears at the start of its next turn.

Innate Spellcasting.

The corrupted unicorn’s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:

  • At will: Darkness, Thaumaturgy
  • 3/day each: Fear, Misty Step, Inflict Wounds (4th level, 6d10 necrotic)
  • 1/day each: Phantasmal Killer, Shadow of Moil
Actions

Multiattack.

The corrupted unicorn makes two attacks: one with its Shadow Hooves and one with its Abyssal Gore.

Shadow Hooves.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 7 (2d6) necrotic damage.

Abyssal Gore.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 6) piercing damage. If the target is a creature, it must make a DC 14 Constitution saving throw or be cursed. While cursed, the target has disadvantage on saving throws against being frightened and takes 5 (1d10) necrotic damage at the start of each of its turns. The curse lasts until removed by Greater Restoration or similar magic.

Shadow Warp (Recharge 5-6).

The corrupted unicorn magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Each creature within 10 feet of where it leaves or arrives must make a DC 14 Dexterity saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much on a success.

Reactions

Opportunity Attack.

Legendary Actions

Legendary Actions 

The corrupted unicorn can take 2 legendary actions, choosing from the options below. Only one legendary action 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.

  • Flicker in the Shadows. The unicorn moves up to half its speed without provoking opportunity attacks.
  • Horn of the Abyss (Costs 2 Actions). The unicorn’s horn glows with dark energy, forcing a creature it can see within 30 feet to make a DC 14 Wisdom saving throw or be blinded until the end of its next turn.

Description

Tactics:

The corrupted unicorn is a nightmare creature, striking from the darkness and warping through the battlefield. It will use Darkness to obscure vision, Shadow Warp to reposition, and Fear to scatter enemies. If weakened, it may attempt to retreat into the shadows and return for revenge.

RavenFoxwood

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