AC
12
Initiative
+8 (18)
HP
25
(13d10 + 26)
Speed
50 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 12 | +1 | +1 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 12 | +1 | +1 |
| CHA | 8 | −1 | −1 |
Senses
Darkvision 60 ft.; Passive Perception 13
Languages
Celestial, Elvish, Sylvan, Telepathy 120 ft.
CR
5 (XP 1,800; PB +3)
Traits
- Spell level' refers to the level of the spell slot used to cast the Find Steed spell. Decide which version of spirit it is (Celestial, Fey, or Fiend) and delete any options that are not appropriate. Armor Class= 10 + spell level. Hit Points = 5 + (10 times the spell level). Hit Dice = a number of d10s equal to the spell level. The steed can fly if the spell level is 4 or higher. Proficiency Bonus = the spellcaster's total proficiency bonus. Otherworldly Slam: Attack bonus = the spellcaster's spell attack modifier. Damage = 1d8 + spell level. Fell Glare Saving Throw DC = Spellcaster's spell save DC. Healing Touch = 2d8 + spell level.
- Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if you're within 5 feet of it.
Actions
- Otherworldly Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8) plus the spell's level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage damage.
Bonus Actions
- Healing Touch (Celestial Only; Recharges after a Long Rest). One creature within 5 feet of the steed regains a number of Hit Points equal to [[2d8]] (2d8) plus the spell's level.
Legendary Actions
Legendary Action Uses: 3. Immediately after another creature’s turn, the unicorn can expend a use to take one of the following actions. The unicorn regains all expended uses at the start of each of its turns.
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.
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