Large Aberration, Chaotic Evil
Armor Class 16 Natural
Hit Points 90 (12d10 + 24)
Speed 50 ft.
STR
18 (+4)
DEX
16 (+3)
CON
15 (+2)
INT
11 (+0)
WIS
16 (+3)
CHA
18 (+4)
Damage Vulnerabilities Radiant
Damage Resistances Cold, Fire, Lightning, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Necrotic, Poison
Senses Darkvision 60 ft., Passive Perception 15
Languages Celestial, Elvish, Sylvan, Telepathy 60 ft.
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Fear Aura. Any creature hostile to the unicorn that starts its turn within 20 feet of the Unicorn must make a DC 16 Wisdom saving throw, unless the unicorn is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the unicorn's Fear Aura for the next 24 hours.

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 18 (4d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 16). The unicorn can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft, pass without trace

1/day each: calm emotions, dispel evil and good, entangle

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

Magic Weapons. The corrupted unicorn's weapon attacks are magical.

Actions

Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage.

Horn. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) piercing damage.

Necrotic Touch (3/Day). The unicorn touches another creature with its horn. The target takes 22 (4d8 + 4) points of necrotic damage and the unicorn regains that many hit points. The target must succeed on a DC 15 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 9 (2d8) necrotic damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

Teleport (1/Day). The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.

Legendary Actions

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.

Shadowy Shield (Costs 2 Actions). The unicorn creates a magical field of crackling black energy around itself or another creature it can see within 60 feet of it. The target gains a +4 bonus to AC until the end of the unicorn's next turn.

Heal Self (Costs 3 Actions). The unicorn magically regains 22 (4d8 + 4) hit points.

Lair and Lair Actions

A Corrupted Unicorn’s Lair

A unicorn’s lair might be an ancient ruin choked with poisonous brambles, a dank swamp surrounded by sickly gnarled trees, a barren lightning scorched wasteland, or some other natural location that has been twisted by the unicorn's presence.

Regional Effects

Transformed by the creature’s celestial presence, the domain of a unicorn might include any of the following magical effects:

  • Open flames of a nonmagical nature are extinguished within the 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 an evil-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to lose hit points, the target loses the maximum number of hit points possible for the spell or effect.
  • Curses affecting any good-aligned creature can not be removed while in the corrupted unicorn's domain.
  • Good aligned creatures may not benefit from the effects of a long or a short rest while in the corrupted unicorn's domain.

If the corrupted unicorn dies or is cleansed, these effects end immediately.

Habitat: Forest

Pahnita

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