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Unicorn 5e

Unicorn 5e

  • 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


  • 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.


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.