Unicorn

Large celestial, lawful good

Armor Class

12

Hit Points

67 (9d10 + 18)

Speed

50 ft.

Damage Immunities

poison

Condition Immunities

Charmed, Paralyzed, Poisoned

Senses

darkvision 60 ft., passive Perception 13

Languages

Celestial, Elvish, Sylvan, telepathy 60 ft.

Challenge

5 (1,800 XP)

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 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.

Magci 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.

Horn:

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Healing Touch (3/Day):

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 (1/Day):

The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet 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

The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option 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.

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 feet 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.