Darkvision 60 ft
Celestial, Elvish, Sylvan
Poison
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 damage. If the target is a creature, it must succeed on a saving throw or be knocked prone.
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
Magic Resistance
The Unicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons
The Unicorn's weapon attacks are magical.
Legendary Actions
Actions
Multiattack
The Unicorn makes two attacks: one with its hooves and one with its horn.
Hooves
+7 to hit, range 5 ft. Hit: 11 (2d6 + 4) bludgeoning damage.
Horn
+7 to hit, range 5 ft. Hit: 8 (1d8 + 4) piercing damage.
Teleport
The Unicorn magically teleports itself and up to 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 away.
Healing Touch
The Unicorn touches another creature. The target magically regains . In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Legendary Actions
Hooves
The unicorn makes one attack with its hooves.
Shimmering Shield
The Unicorn creates a shimmering, magical field around itself or another creature it can see within of it. The target gains a +2 bonus to AC until the end of the Unicorn's next turn.
Heal Self
The Unicorn magically regains .
Prepared Spells
Calm Emotions, Detect Evil And Good, Dispel Evil And Good, Druidcraft, Entangle, Pass Without Trace