For the 2014 D&D 5E by Roll20 sheet. In a game whose creator has Pro, install ChatSetAttr and TokenMod. Create a blank NPC character, place a token, set its Represents Character to that character, and select only that token. Paste each command into chat one at a time, in order.
ChatSetAttr fills the sheet, including accessible spells and supported structured spell rolls; TokenMod sets the token name, size, bars and darkvision. Upload token art to Roll20 and choose it manually. Check unlinked spells, other senses, advanced lighting and unsupported spell/action automation by hand. Re-running creates duplicate rows.
!setattr --sel --repeating_npctrait_-CREATE_name|Charge --repeating_npctrait_-CREATE_description|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.
!setattr --sel --repeating_npctrait_-CREATE_name|Innate Spellcasting --repeating_npctrait_-CREATE_description|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
!setattr --sel --repeating_npctrait_-CREATE_name|Magic Resistance --repeating_npctrait_-CREATE_description|The unicorn has advantage on saving throws against spells and other magical effects.
!setattr --sel --repeating_npctrait_-CREATE_name|Magic Weapons --repeating_npctrait_-CREATE_description|The unicorn's weapon attacks are magical.
!setattr --sel --repeating_npcaction_-CREATE_name|Multiattack --repeating_npcaction_-CREATE_description|The unicorn makes two attacks: one with its hooves and one with its horn.
!setattr --sel --repeating_npcaction_-CREATE_name|Healing Touch --repeating_npcaction_-CREATE_description|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.
!setattr --sel --repeating_npcaction_-CREATE_name|Teleport --repeating_npcaction_-CREATE_description|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.
!setattr --sel --repeating_npcaction-l_-CREATE_name|Hooves --repeating_npcaction-l_-CREATE_description|The unicorn makes one attack with its hooves.
!setattr --sel --repeating_npcaction-l_-CREATE_name|Shimmering Shield (Costs 2 Actions) --repeating_npcaction-l_-CREATE_description|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.
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 . 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
The unicorn makes two attacks: one with its hooves and one with its horn.
Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: .
Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: .
The unicorn touches another creature with its horn. The target magically regains 11 () hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
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
3
Legendary Actions
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. 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 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 () hit points.
DM Options: Monster Talents
adds
Talents
to this creature.
View
Monster Weaknesses
adds
Weaknesses
to this creature.
View
The Monsters Know What They're Doing
adds
Tactics
to this creature.
View
Monster Loot: Monster Manual
adds
Loot
to this creature.
View
Home-Field Advantage
adds
Lair Actions
to this creature.
View
Monster Loot: Ghosts of Saltmarsh
adds
Loot
to this creature.
View
Monster Loot: The Wild Beyond the Witchlight
adds
Loot
to this creature.
View
Monster Loot: Van Richten's Guide to Ravenloft
adds
Loot
to this creature.
View
Official miniatures
Pre-painted minis of this creature, catalogued from minisgallery.com.
Search by name, or choose a recently opened entry.
Add to…
esc
Full-text search — matches in entries, pages, notes and your uploaded documents. Filter with @ and #; start with ! to search everything you can access.
Type to search the full text of everything you can access, including uploaded documents.
Discussion
Log in to join the discussion.
No comments yet. Start the discussion.