Unicorn

2024 SRD

Large Celestial, Lawful Good

Armor Class: 12

Hit Points: 97 (13d10 + 26)

Speed: 50 ft.

STR
18
DEX
14
CON
15
INT
11
WIS
17
CHA
16
Damage Immunities:Poison

Condition Immunities: charmed, paralyzed, poisoned

Senses: Darkvision 60 ft.; Passive Perception 13

Languages: Celestial, Elvish, Sylvan; telepathy 120 ft.

Challenge: 5

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 Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.
  • Radiant Horn. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d10 + 4) Radiant damage.
  • 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 1/Day Each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall
  • Unicorn’s Blessing (3/Day). The unicorn touches another creature with its horn and casts Cure Wounds or Lesser Restoration on that creature, using the same spellcasting ability as Spellcasting.

Legendary Actions

  • 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.