Large Celestial, Lawful Good
AC 12    Initiative +8 (18)
HP 97 (13d10 + 26)
Speed 50 ft.
Mod Save
STR 18 +4 +4
DEX 14 +2 +2
CON 15 +2 +2
Mod Save
INT 11 +0 +0
WIS 17 +3 +3
CHA 16 +3 +3
Immunities Poison; Charmed, Paralyzed, Poisoned
Senses Darkvision 15 ft.; Passive Perception 13
Languages Celestial, Elvish, Sylvan, Telepathy 120 ft.
CR 5 (XP 1,800; PB +3)
Traits

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

Actions

Multiattack. The unicorn makes one Hooves attack and one Radiant Horn attack.

Hooves. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.

Radiant Horn. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d10 + 4) Radiant damage.

Charging Horn. The unicorn moves up to half its Speed without provoking Opportunity Attacks, and it makes one Radiant Horn attack.

Shimmering Shield. The unicorn targets itself or one creature it can see within 60 feet of itself. The target gains 10 (3d6) Temporary Hit Points, and its AC increases by 2 until the end of the unicorn’s next turn. The unicorn can’t take this action again until the start of its next turn.

Spellcasting. The unicorn casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14):

At Will: Detect Evil and Good, Druidcraft
1/Day Each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall

Bonus Actions

Unicorn’s Blessing (3/Day). The unicorn touches another creature with its horn and casts Cure Wounds or Lesser Restoration on that creature, using the same spellcasting ability as Spellcasting.

Description

Unicorns are majestic defenders of forests. They are revered by many Fey and other forest dwellers, and they do whatever they can to ensure the peace and health of those who shelter in their wooded realms.

Habitat: ForestPlanar (Feywild)

crimsonblade55

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