Unicorn

Large Celestial, lawful good (CR 5)
Illustration of Unicorn Captivating Caption

Armor Class 12

Hit Points 67 (9d10+18)🎲

Speed 50 ft.


STR

18 (+4)

DEX

14 (+2)

CON

15 (+2)

INT

11 (+0)

WIS

17 (+3)

CHR

16 (+3)


Skills

Senses darkvision 60 ft., passive Perception 13

Languages Celestial, Elvish, Sylvan, telepathy 60 ft.

Challenge Rating 5

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 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.


sizeLarge

typeCelestial

group

alignmentlawful good

strength_save

dexterity_save

constitution_save

intelligence_save

wisdom_save

charisma_save

perception

damage_vulnerabilities

damage_resistances

damage_immunitiespoison

condition_immunitiescharmed, paralyzed, poisoned

cr5

reactions

legendary_descThe 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.

legendary_actionsname: Hooves,desc: The unicorn makes one attack with its hooves.,name: Shimmering Shield (Costs 2 Actions),desc: The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.,name: Heal Self (Costs 3 Actions),desc: The unicorn magically regains 11 (2d8 + 2) hit points.

special_abilitiesname: Charge,desc: If the unicorn moves at least 20 ft. 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.,damage_dice: 2d8,name: Innate Spellcasting,desc: 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, druidcraft, pass without trace 1/day each: calm emotions, dispel evil and good, entangle,name: Magic Resistance,desc: The unicorn has advantage on saving throws against spells and other magical effects.,name: Magic Weapons,desc: The unicorn's weapon attacks are magical.

spell_listhttps://open5eapi.spetland.no/v1/spells/detect-evil-and-good/,https://open5eapi.spetland.no/v1/spells/druidcraft/,https://open5eapi.spetland.no/v1/spells/pass-without-trace/,https://open5eapi.spetland.no/v1/spells/calm-emotions/,https://open5eapi.spetland.no/v1/spells/dispel-evil-and-good/,https://open5eapi.spetland.no/v1/spells/entangle/

page_no351

document__license_urlhttp://open5e.com/legal

document__slugwotc-srd

document__title5e Core Rules

document__urlhttp://dnd.wizards.com/articles/features/systems-reference-document-srd

Find the complete stats on: Open5e

5e Core Rules, page no. 351
Other formats: JSON

← Unicorn Ur-Otyugh →