SRD 5.1 SRD 5.1 (current printing)

SRD 5.2 SRD 5.2.1

Unicorn

Large Celestial, Lawful Good

Armor Class 12 (dex)

Hit Points 67 (9d10 + 18)

Speed 50 ft.

STR DEX CON INT WIS CHA
() () () () () ()
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)

Traits

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.

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