--- obsidianUIMode: preview cssclasses: json5e-monster tags: - compendium/src/5e/mm - monster/environment/forest - monster/size/large - monster/type/celestial aliases: ["Unicorn"] --- # Unicorn *Source: SRD / Basic Rules* ```ad-statblock title: Unicorn ![](compendium/bestiary/celestial/token/unicorn.png#token) *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)| - **Proficiency Bonus** +3 - **Saving Throws** ⏤ - **Skills** ⏤ - **Senses** darkvision 60 ft., passive Perception 13 - **Damage Immunities** poison - **Condition Immunities** charmed, paralyzed, poisoned - **Languages** Celestial, Elvish, Sylvan, telepathy 60 ft. - **Challenge** 5 ## 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 9 (`2d8`) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked [prone](rules/conditions.md#prone). ***Magic Resistance.*** The unicorn has advantage on saving throws against spells and other magical effects. ***Magic Weapons.*** The unicorn's weapon attacks are magical. ***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](compendium/spells/detect-evil-and-good.md), [druidcraft](compendium/spells/druidcraft.md), [pass without trace](compendium/spells/pass-without-trace.md) **1/day each**: [calm emotions](compendium/spells/calm-emotions.md), [dispel evil and good](compendium/spells/dispel-evil-and-good.md), [entangle](compendium/spells/entangle.md) ## 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 ***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. ## Regional effects Transformed by the creature's celestial presence, the domain of a unicorn might include any of the following magical effects: - Open flames of a non magical nature are extinguished within the unicorn's domain. Torches and campfires refuse to burn, but closed lanterns are unaffected. - Creatures native to the unicorn's domain have an easier time hiding; they have advantage on all Dexterity ([Stealth](rules/skills.md#Stealth)) checks made to hide. - When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect. - Curses affecting any good-aligned creature are suppressed. If the unicorn dies, these effects end immediately. ``` ^statblock ## Environment forest