- Name: Unicorn
- Size: Large
- Type: celestial
- Alignment: Unicorn
Unicorn 5e stats
- Armor class: 12
- Hit Points: 67
- Hit Dice: 9d10
- Hit Points Roll: 9d10+18
- Speed: Walk 50 ft.
- Strength: 18
- Dexterity: 14
- Constitution: 15
- Intelligence: 11
- Wisdom: 17
- Charisma: 16
Traits
- Senses Passive Perception 13 Darkvision 60 ft.
- Languages Celestial, Elvish, Sylvan, telepathy 60 ft.
- Challenge 5 (1800 XP)
Special Abilities
Charge: If the unicorn moves at least 20 ft. 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 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, pass without trace
1/day each: calm emotions, dispel evil and good, entangle
Magic Resistance: The unicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons: The unicorn’s weapon attacks are magical.
Actions
Multiattack: The unicorn makes two attacks: one with its hooves and one with its horn.
Hooves: Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
- Attack Bonus: 7
- Damage: Bludgeoning
- Damage Dice: 2d6+4
Horn: Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (1d8 + 4) piercing damage.
- Attack Bonus: 7
- Damage: Piercing
- Damage Dice: 1d8+4
Healing Touch: The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Teleport: The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.
Legendary Actions
Hooves: The unicorn makes one attack with its hooves.
Shimmering Shield (Costs 2 Actions): The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn’s next turn.
Heal Self (Costs 3 Actions): The unicorn magically regains 11 (2d8 + 2) hit points.
Before starting GameCows with his wife Kendra, he used to teach English Language Arts in the US. He combined his love of gaming with education to create fun game-based learning lessons until he eventually decided to run GameCows with Kendra full-time. He’s known for pouring over rulebooks in his spare time, being the rule master during game night, and as the perma DM in his DnD group. Bryan loves board games, writing, traveling, and above all his wife and partner in crime, Kendra.