THE SHARED REFERENCE Adventurer

Monster

Unicorn

Official reference · XMM · 2024

Creature type
Celestial
Size
Large
Armor class
12
Hit points
97 (13d10 + 26)
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
Initiative
+8
Senses
Darkvision 60 ft.
Languages
Celestial, Elvish, Sylvan; telepathy 120 ft.
Immunities
poison
Condition Immunities
charmed, paralyzed, poisoned

Traits

Legendary Resistance (3/Day)

If the unicorn fails a saving throw, it can choose to succeed instead.

Magic Resistance

The unicorn has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The unicorn makes one Hooves attack and one Radiant Horn attack.

Hooves

Melee Attack: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.

Radiant Horn

Melee Attack: +7, reach 5 ft. Hit: 9 (1d10 + 4) Radiant damage.

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

Charging Horn

The unicorn moves up to half its Speed without provoking Opportunity Attacks, and it makes one Radiant Horn attack.

Shimmering Shield

The unicorn targets itself or one creature it can see within 60 feet of itself. The target gains 10 (3d6) Temporary Hit Points, and its AC increases by 2 until the end of the unicorn's next turn. The unicorn can't take this action again until the start of its next turn.

Spellcasting

The unicorn casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14):

At will: Detect Evil and Good, Druidcraft

1/day each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall

Unicorn's Blessing (3/Day)

The unicorn touches another creature with its horn and casts Cure Wounds or Lesser Restoration on that creature, using the same spellcasting ability as Spellcasting.

3/day: Cure Wounds, Lesser Restoration

Regional effects

The region containing a unicorn's lair is changed by its presence, creating the following effects:

  • Obscuring Foliage: The unicorn and its allies have Advantage on Dexterity (Stealth) checks while within 1 mile of the lair.
  • Positive Energy: Whenever a creature within 1 mile of the lair regains Hit Points from a spell, it regains the maximum number of Hit Points possible. Additionally, the effects of curses are suppressed within 1 mile of the lair.

If the unicorn dies or moves its lair elsewhere, these effects end immediately.

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