## Unicorn *Large celestial, lawful good* **Armor Class** 12 **Hit Points** 67 (9d10+18) **Speed** 50 ft. | STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 17 (+3) | 16 (+3) | **Damage Immunities** poison **Condition Immunities** charmed, paralyzed, poisoned **Senses** darkvision 60 ft., passive Perception 13 **Languages** Celestial, Elvish, Sylvan, telepathy 60 ft. **Challenge** 5 (1,800 XP) ***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. ***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. ###### 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 Actions The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn. **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.