| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +6 |
| DEX | 14 | +2 | +2 |
| CON | 24 | +7 | +26 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 21 | +5 | +22 |
| CHA | 25 | +7 | +26 |
Traits
Innate Spellcasting.
The unicorn’s innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:
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At will: detect evil and good, druidcraft, light, cure wounds (as 5th-level)
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3/day each: greater restoration, dispel evil and good, banishment, moonbeam (as 5th-level)
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1/day each: mass cure wounds, wall of thorns, guardian of faith
Magic Resistance.
The unicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons.
The unicorn’s weapon attacks are magical.
Healing Presence (Recharge 5–6).
As a bonus action, the unicorn can choose up to 6 creatures within 30 feet. Each regains 4d8 + 7 hit points.
Legendary Resistance (3/Day).
If the unicorn fails a saving throw, it can choose to succeed instead.
Radiant Pulse (Recharge 5–6).
The unicorn releases a burst of radiant energy. Each fiend or undead within 15 feet must make a DC 21 Constitution saving throw or take 21 (6d6) radiant damage and be blinded until the start of the unicorn’s next turn.
Horn Glow.
The unicorn’s horn shines with divine light. Until the start of its next turn, its melee attacks deal an extra 1d8 radiant damage and it sheds bright light in a 30-foot radius.
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.
Radiant Pulse (Recharge 5–6).
The unicorn releases a burst of radiant energy. Each fiend or undead within 15 feet must make a DC 21 Constitution saving throw or take 21 (6d6) radiant damage and be blinded until the start of the unicorn’s next turn.
Horn Glow.
The unicorn’s horn shines with divine light. Until the start of its next turn, its melee attacks deal an extra 1d8 radiant damage and it sheds bright light in a 30-foot radius.
Sanctified Strike.
When a creature within 30 feet hits a good-aligned creature with an attack, the unicorn can make a horn attack against the attacker as a reaction.
Protective Step.
When an ally within 10 feet is targeted by an attack, the unicorn can teleport to that space and become the new target of the attack instead.
The unicorn can take 3 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.
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Shimmering Step. The unicorn teleports up to 30 feet to an unoccupied space it can see.
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Healing Touch. The unicorn touches a creature within 5 feet, healing it for 4d8 + 7 hit points.
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Smite Evil (Costs 2 Actions). The unicorn makes one horn attack. On a hit, the target takes an additional 18 (4d8) radiant damage.
Mythic Trait: Avatar of Purity (Once per day)
When the unicorn is reduced to 0 hit points for the first time, it doesn’t die. Instead, it regains 150 hit points, all conditions affecting it end, and it enters its Mythic Form for 1 minute:
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Its horn deals an additional 2d8 radiant damage.
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All spells it casts restore maximum healing.
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Enemies within 30 feet at the start of their turns take 10 radiant damage unless they succeed on a DC 21 Constitution saving throw.
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It can use its Radiant Pulse bonus action each round.
Mythic Actions (Only in Mythic Form)
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Wrath of the Heavens (Costs 2 Actions). The unicorn calls down a radiant beam in a 20-foot radius within 120 feet. Each enemy in the area must make a DC 21 Dex save or take 36 (8d8) radiant damage and be blinded for 1 minute (save ends at end of turn).
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Blessed Revival. The unicorn revives one creature that died within the last minute and within 60 feet, returning it to life with 1 hit point.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the unicorn can use a lair action to cause one of the following effects:
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Sanctuary Bloom. Flowers bloom in a 30-foot radius. Creatures of the unicorn's choice within the area are healed for 10 hit points and have advantage on saving throws until the next round.
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Blinding Light. A radiant beam fills a 60-foot line. Enemies in the line must succeed on a DC 21 Dexterity save or take 27 (6d8) radiant damage and be blinded until the end of their next turn.
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Banishing Wind. A powerful breeze targets one creature. That creature must succeed on a DC 21 Charisma saving throw or be banished for 1 minute (as banishment, concentration ends if the unicorn is incapacitated).
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