Large Celestial, Lawful Good
Armor Class 12
Hit Points 18 (3d10 + 2)
Speed 50 ft.
STR
14 (+2)
DEX
12 (+1)
CON
13 (+1)
INT
9 (-1)
WIS
10 (+0)
CHA
16 (+3)
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 11
Languages Celestial, Elvish, Sylvan, Telepathy 60 ft.
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

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 3 (1d6) 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 unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft

1/day each: calm emotions

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

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 2) bludgeoning damage.

Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 2) piercing damage.

Healing Touch (1/Day). The unicorn touches another creature with its horn. The target magically regains (1d8 + 3) hit points.

Legendary Actions

 

Heal Self (1/Day). The unicorn magically regains (1d8 + 3) hit points.

Previous Versions

Name Date Modified Views Adds Version Actions
6/6/2020 10:36:12 AM
26
1
0.1
Coming Soon

Habitat: Forest

Y_Ddraig_Goch

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