Charge. If the corrupted 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.
Innate Spellcasting. The corrupted unicorn’s innate spellcasting ability is Charisma (spell save DC 14). The corrupted unicorn can innately cast the following spells, requiring no components:
At will: detect evil and good, fear, pass without trace, darkness, [Tooltip Not Found]
4/day each: fly, inflict wounds, entangle
Magic Resistance. The corrupted unicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons. The corrupted unicorn’s weapon attacks are magical.
Multiattack. The corrupted 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 (1d8 + 4) piercing damage.
Corrupting Touch (3/Day). The corrupted unicorn touches another creature with its horn. The Target must make a DC 14 wisdom saving throw or be corrupted. Corrupted individuals are totally dominated by the corrupted unicorn and it's master, the corrupted individual may make a DC 16 wisdom saving throw to free themselves. On a successful attempt the corruption release's their minds but lingers in their body making them vulnerable to recurruption (disadvantage on wisdom saving throws until cleansed). And make it more difficult to free themselves upon recurruption (DC increases with consecutive failures). Lingering corruption can be cleansed by any priest outside of the corrupted unicorns domain. Upon 3 consecutive failures however, the corruption is permanent. Transforming the corrupted individual into twisted black skeletal wraiths called corrupted thralls. They retain all the physical stats, equipment, and spells of the original individual.
Teleport (1/Day). The corrupted 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 corrupted unicorn is familiar with, up to 1 mile away.
Dread (passive constant). Anything that can perceive the corrupted unicorn is filled with an almost overwhelming sense of dread(unless otherwise specified). anything within 60 ft of the corrupted unicorn must make a DC 14 wisdom saving throw or be affected with the fear status.
The corrupted 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 corrupted unicorn regains spent legendary actions at the start of its turn.
Hooves. The corrupted unicorn makes one attack with its hooves.
Shimmering Shield (Costs 2 Actions). The corrupted unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the corrupted unicorn’s next turn.
Heal Self (Costs 3 Actions). The corrupted unicorn magically regains 11 (2d8 + 2) hit points.
Lair and Lair Actions
A Corrupted Unicorn’s Lair
A Corrupted unicorn’s lair might be an ancient ruin shrouded in mist and Dread, a misty clearing surrounded by large dead trees full of skeletons and wraths, scorched hilltop covered in the remains of battles lost, or some other dread and pain-filled location.
Regional Effects
Transformed by the creature’s fiendish presence, the domain of a corrupted 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 and lanterns refuse to burn.
- Creatures native to the corrupted 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 inside the lair of the corrupted unicorn. The target creature and the caster loses hit points, any creature killed inside of a corrupted unicorns lair become corrupted thralls of the unicorn and its master
- Curses affecting any good-aligned creature are amplified 4 times.
- The lair of the corrupted unicorn is unnaturally dark. To the point where even magical light sources only light up 1/4th the area.
- Spells cast inside the lair of the corrupted unicorn, by either the corrupted unicorn or it's master are amplified 4 levels higher than they would be otherwise.
If the corrupted unicorn dies, these effects end immediately.
Previous Versions
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8/6/2025 4:06:10 AM
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4
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5
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1
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Coming Soon
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