Confer Fire Resistance: The Uninightcornmare can grant resistance to fire damage to anyone riding it.
Illumination: The Uninightcornmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Charge: If the Uninightcornmare 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 Uninightcornmare's innate spellcasting ability is Charisma (spell save DC 16). The Uninightcornmare can innately cast the following spells, requiring no components:
At will: Detect Evil and Good, Firebolt, Pass Without a Trace, Alter Self
(4-6 recharge) each: Cause Fear, Phantasmal Force, Entangle
Magic Resistance: The unicorn has an advantage on saving throws against spells and other magical effects.
Magic Weapons: The unicorn's weapon attacks are magical.
Slick Grip: it gains a +4 vs being grappled due to the gore that constantly coats its body.
Hooves: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage + 2d6 fire damage.
Flaming Horn: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) piercing damage + 2d6 fire damage.
Description
The rare crossbreeding of a Nightmare and a Unicorn. These abominations often disguise themselves as regular horses and blend into regular herds of wild horses as a means of survival. Only very powerful people would dare to have one as a mount for they must win them over in a contest of wills. For non-evil people to tame such a beast its a daily battle with the creature's inherent nature for the first 90 days.
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