mirror of
https://github.com/Obsidian-TTRPG-Community/dnd5e-markdown.git
synced 2025-03-25 00:49:08 +00:00
3.9 KiB
3.9 KiB
obsidianUIMode | cssclasses | tags | aliases | |||||
---|---|---|---|---|---|---|---|---|
preview | json5e-monster |
|
|
Unicorn
Source: SRD / Basic Rules
title: 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)|
- **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