Monster
Unicorn
Official reference · MM · 2014
- Creature type
- Celestial
- Size
- Large
- Armor class
- 12
- Hit points
- 67 (9d10 + 18)
- Speed
- Walk 50 ft.
- Challenge rating
- 5
- Alignment
- Lawful Good
- Strength
- 18
- Dexterity
- 14
- Constitution
- 15
- Intelligence
- 11
- Wisdom
- 17
- Charisma
- 16
- Passive Perception
- 13
- Senses
- darkvision 60 ft.
- Languages
- Celestial, Elvish, Sylvan, telepathy 60 ft.
- Immunities
- poison
- Condition Immunities
- charmed, paralyzed, poisoned
Traits
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.
The unicorn has advantage on saving throws against spells and other magical effects.
Magic 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 action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
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.
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
Regional effects
Transformed by the creature's celestial presence, the domain of a unicorn might include any of the following magical effects:
- Open flames of a non magical nature are extinguished within the unicorn's domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
- Creatures native to the unicorn's domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.
- When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
- Curses affecting any good-aligned creature are suppressed.
If the unicorn dies, these effects end immediately.