Large Undead, Lawful Evil
AC 14 Natural Armor    Initiative +8 (18)
HP 75 (10d10 + 26)
Speed 60 ft.
Mod Save
STR 18 +4 +4
DEX 14 +2 +2
CON 15 +2 +2
Mod Save
INT 9 −1 −1
WIS 15 +2 +10
CHA 16 +3 +3
Immunities Poison; Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 12
Languages Celestial, Elvish, Sylvan
CR 5 (XP 1,800; PB +3)
Traits

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

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

Undead Nature. An undead unicorn doesn't require air, food, drink, or sleep.

Actions

Multiattack. The unicorn makes three attacks: one with its horn, one with its hooves and one with either its Fireball or its Lightning Bolt.

Hooves. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (1d10 + 4) Bludgeoning damage.

Horn. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage.

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 Hit: 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Spellcasting. The unicorn casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14):

At Will: Detect Evil and Good, Druidcraft, Pass without Trace
1/Day Each: Calm Emotions, Dispel Evil and Good, Entangle

Fireball. Ranged Spell Attack: +6 to hit, range 150 ft., one target. Hit: 17 (4d6 + 3) fire damage.

Lightning Bolt. Ranged Spell Attack: +6 to hit, range 100 ft., one target. Hit: 17 (4d6 + 3) lightning damage.

Habitat: ForestPlanar (Feywild)

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