Unicorn

Large / celestial / Lawful Good / CR 5

Armor Class12
Hit Points67 (9d10 + 18)
Speed50 ft
Challenge5
Proficiency+3
STR18+4
DEX14+2
CON15+2
INT11+0
WIS17+3
CHA16+3
Initiative

+2

Senses

Darkvision 60 ft

Languages

Celestial, Elvish, Sylvan

Damage immunities

Poison

Condition immunities

Charmed, Paralyzed, Poisoned

Traits

Charge

special

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.

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

3 legendary actions; one at a time at the end of another creature’s turn, regaining spent uses at the start of its turn

Actions

Multiattack

action

The unicorn makes two attacks: one with its hooves and one with its horn.

Hooves

action

Melee Weapon Attack: +7 to hit, reach 5 ft.. Hit: 11 (2d6 + 4) bludgeoning damage.

Horn

action

Melee Weapon Attack: +7 to hit, reach 5 ft.. Hit: 8 (1d8 + 4) piercing damage.

Teleport

action

1 use per day. The unicorn magically teleports itself and up to 3 willing 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 miles away.

Healing Touch

action

3 uses per day. The unicorn touches another creature. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Legendary Actions

Hooves

legendary

The unicorn makes one attack with its hooves.

Shimmering Shield

legendary

Costs 2 legendary actions. The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.

Heal Self

legendary

Costs 3 legendary actions. The unicorn magically regains 11 (2d8 + 2) hit points.

Prepared Spells

Calm Emotions, Detect Evil And Good, Dispel Evil And Good, Druidcraft, Entangle, Pass Without Trace

Referenced spells