59 lines
No EOL
2.7 KiB
Markdown
59 lines
No EOL
2.7 KiB
Markdown
# Monsters (U)
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## 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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**Damage Immunities** poison
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**Condition Immunities** charmed, paralyzed, poisoned
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**Senses** darkvision 60 ft., passive Perception 13
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**Languages** Celestial, Elvish, Sylvan, telepathy 60 ft.
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**Challenge** 5 (1,800 XP)
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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.
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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*, *druidcraft*, *pass without trace*
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1/day each: *calm emotions*, *dispel evil and good*, *entangle*
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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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###### 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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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.
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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. |