| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +7 |
| DEX | 14 | +2 | +2 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | −3 | −3 |
| WIS | 12 | +1 | +1 |
| CHA | 7 | −2 | −2 |
Charge. 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 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects except for spells for healing.
Innate Spellcasting. The corrupted unicorn’s innate spellcasting ability is Wisdom (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:
At will: Antipathy/Sympathy, Bestow curse, Withering Gaze: a creature within 30 ft. in direct line of sight of the unicorn must succeed DC 13 Con save or take 13 (2d10+1) necrotic damage.
1/day each: confusion, protection from evil and good, circle of deathmisty step
Magic Weapons. The unicorn’s weapon attacks are magical.
Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 3) piercing damage and (1d6) necrotic damage.
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.
Hooves. The unicorn makes one attack with its hooves.
Hypnotic Pattern (Costs 2 Actions). The unicorn creates a twisting pattern of magical energy in a 30-ft cube around itself or another creature it can see within 60 feet of it. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a DC 15 WIS saving throw or have the [Condition] {"charmed"}Charmed {"charmed"/}{Condition/] and becomes incapacitated and has a speed of 0. The spell ends for an affected creature if the creature takes any damage or if someone else uses an action to shake the creature out of its stupor.
Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.
Description
A once-radiant creature, now hollowed by tainted dark energy, the Corrupted Unicorn moves with twisted grace. Black smoke clings to its flanks like oil, leaking from cracked hooves that rot the earth beneath. Its once-lustrous horn is now obsidian, dripping sap-like ichor and pulsing with sickly green light. Where it walks, flowers shrivel and the air grows cold, but deep within its burning eyes is a flicker of pain—remnants of a celestial spirit struggling beneath the corruption.
Lair and Lair Actions
A Corrupted Unicorn’s Lair
A corrupted unicorn’s lair might be an ancient ruin overgrown with vines, a dark swamp blanketed in fog, the site of a bloody battle long forgotten, or some other creepy location.
Regional Effects
Transformed by the creature’s corrupted celestial presence, the domain of a unicorn might include any of the following magical effects:
- Open flames of a nonmagical or magical nature are extinguished within the corrupted unicorn’s domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
- 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 only half the number of hit points awarded for the spell or effect.
- Any humanoid creature who enters the Corrupted unicorn's domain must make a DC 14 Wisdom Saving Throw or succumb to the Despondent Condition. The creature can not benefit from advantage on ability checks for social interactions. The creatures speed is reduced by half. The creature does not add its proficiency bonus to its attack rolls or ability checks. on a successful save the creature is immune to this effect for 24 hours. Any advantage a creature has on saving throws against being frightened also grants advantage against becoming despondent. A creature immune to being charmed is also immune to being despondent. Lesser Restoration can end this effect.
If the unicorn dies or is healed of the corrupted condition, these effects end immediately.
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