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2025-06-07 07:58:30 -05:00

2.3 KiB

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: