# Unicorn *Large* *Celestial* - **Armor Class:** 14 - **Hit Points:** 85 (9d10+36) - **Speed:** walk 80 ft. - **Challenge Rating:** 5 (1,800 XP) - **Source:** A5e Monstrous Menagerie, page 415 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 20 (+5) | 18 (+4) | 18 (+4) | 16 (+3) | 20 (+5) | 20 (+5) | - **Skills:** - **Damage Immunities:** poison - **Condition Immunities:** charmed, paralyzed, poisoned - **Senses:** darkvision 60 ft., passive Perception 15 - **Languages:** Celestial, Elvish, Sylvan, telepathy 60 ft. ### Special Abilities - **Good:** The unicorn radiates a Good aura. - **Innate Spellcasting:** The unicorns innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: animal messenger, detect evil and good, druidcraft, pass without trace, scrying (locations within its domain only), 1/day: calm emotions, dispel evil and good, teleport (between locations within its domain only) ### Actions - **Multiattack:** The unicorn attacks once with its hooves and once with its horn. - **Hooves:** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. - **Horn:** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) radiant damage. If the target is a creature and the unicorn moves at least 20 feet straight towards the target before the attack the target takes an extra 9 (2d8) bludgeoning damage and makes a DC 16 Strength saving throw falling prone on a failure. - **Grant Boon (3/Day):** The unicorn touches a willing creature including itself with its horn and grants one of the following boons: - **Healing: The creature magically regains 21 (6d6) hit points:** It is cured of all diseases and poisons affecting it are neutralized. - **Luck: During the next 24 hours, the creature can roll a d12 and add the result to one ability check, attack roll, or saving throw after seeing the result:** - **Protection: A glowing mote of light orbits the creatures head:** The mote lasts 24 hours. When the creature fails a saving throw it can use its reaction to expend the mote and succeed on the saving throw. - **Resolution: The creature is immune to being charmed or frightened for 24 hours:**