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85 lines
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3.9 KiB
Markdown
85 lines
No EOL
3.9 KiB
Markdown
---
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obsidianUIMode: preview
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cssclasses: json5e-monster
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tags:
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- compendium/src/5e/mm
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- monster/environment/forest
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- monster/size/large
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- monster/type/celestial
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aliases: ["Unicorn"]
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---
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# Unicorn
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*Source: SRD / Basic Rules*
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```ad-statblock
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title: Unicorn
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*Large celestial, Lawful Good*
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- **Armor Class** 12
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- **Hit Points** 67 (`9d10 + 18`)
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- **Speed** 50 ft.
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|STR|DEX|CON|INT|WIS|CHA|
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|:---:|:---:|:---:|:---:|:---:|:---:|
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|18 (+4)|14 (+2)|15 (+2)|11 (+0)|17 (+3)|16 (+3)|
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- **Proficiency Bonus** +3
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- **Saving Throws** ⏤
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- **Skills** ⏤
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- **Senses** darkvision 60 ft., passive Perception 13
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- **Damage Immunities** poison
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- **Condition Immunities** charmed, paralyzed, poisoned
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- **Languages** Celestial, Elvish, Sylvan, telepathy 60 ft.
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- **Challenge** 5
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## Traits
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***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).
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***Magic Resistance.*** The unicorn has advantage on saving throws against spells and other magical effects.
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***Magic Weapons.*** The unicorn's weapon attacks are magical.
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***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:
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**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)
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**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)
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## Actions
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***Multiattack.*** The unicorn makes two attacks: one with its hooves and one with its horn.
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***Hooves.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (`2d6 + 4`) bludgeoning damage.
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***Horn.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (`1d8 + 4`) piercing damage.
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***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.
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***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.
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## Legendary Actions
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***Hooves.*** The unicorn makes one attack with its hooves.
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***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.
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***Heal Self (Costs 3 Actions).*** The unicorn magically regains 11 (`2d8 + 2`) hit points.
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## Regional effects
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Transformed by the creature's celestial presence, the domain of a unicorn might include any of the following magical effects:
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- 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.
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- 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.
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- 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.
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- Curses affecting any good-aligned creature are suppressed.
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If the unicorn dies, these effects end immediately.
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```
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^statblock
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## Environment
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forest |