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.
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.
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.