Unicorn
Large Celestial, Lawful Good
AC 12 Initiative +8 (18)
HP 97 (13d10 + 26)
Speed 50 ft.
Ability Scores
STR 18 (+4) Save +4 DEX 14 (+2) Save +2 CON 15 (+2) Save +2
INT 11 (+0) Save +0 WIS 17 (+3) Save +3 CHA 16 (+3) Save +3
Immunities Poison; Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 13
Languages Celestial, Elvish, Sylvan; Telepathy 120 ft.
CR 5 (XP 1,800; PB +3)
Traits
- Legendary Resistance (3/Day). If the unicorn fails a saving throw, it can choose to succeed instead.
- Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.
Actions
- Multiattack. The unicorn makes one Hooves attack and one Radiant Horn attack.
- Hooves. Melee Attack: +7, reach 5 ft. Hit: 11 (2d6 + 4) bludgeoning damage.
- Radiant Horn. Melee Attack: +7, reach 5 ft. Hit: 9 (1d10 + 4) radiant damage.
- Spellcasting. The unicorn casts one of the following spells (spell save DC 14), requiring no components and using Charisma as the spellcasting ability:
- At will: Detect Evil and Good, Druidcraft
- 1/day each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall
Bonus Actions
- Unicorn’s Blessing (3/Day). The unicorn touches another creature with its horn and casts Cure Wounds or Lesser Restoration, using the same spellcasting ability as its Spellcasting trait.
Legendary Actions (3/turn)
The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The unicorn regains spent legendary actions at the start of its turn.
- Charging Horn. The unicorn moves up to half its speed without provoking opportunity attacks and makes one Radiant Horn attack.
- Shimmering Shield (1/turn). The unicorn targets itself or a creature it can see within 60 feet. The target gains 10 (3d6) temporary hit points and +2 AC until the end of the unicorn’s next turn. This action can’t be used again until the unicorn’s next turn.