dnd5e-obsidian/compendium/bestiary/celestial/unicorn.md
Rebbecca Bishop 704166a4af
Initial Commit of 5e Data
Signed-off-by: Sigrunixia <Scholarlysigrun@icloud.com>
2023-09-15 21:32:07 -05:00

3.9 KiB

obsidianUIMode cssclasses tags aliases
preview json5e-monster
compendium/src/5e/mm
monster/environment/forest
monster/size/large
monster/type/celestial
Unicorn

Unicorn

Source: SRD / Basic Rules

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