Unicorn

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

Armor Class 14

Hit Points 85 (9d10+36)🎲

Speed 80 ft.


STR

20 (+5)

DEX

18 (+4)

CON

18 (+4)

INT

16 (+3)

WIS

20 (+5)

CHR

20 (+5)


Skills

Senses darkvision 60 ft., passive Perception 15

Languages Celestial, Elvish, Sylvan, telepathy 60 ft.

Challenge Rating 5

Actions

Multiattack.

The unicorn attacks once with its hooves and once with its horn.

Hooves.

Melee Weapon Attack: +8 to hit reach 5 ft. one target. Hit: 9 (1d8 + 5) bludgeoning damage.

Horn.

Melee Weapon Attack: +8 to hit reach 5 ft. one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) radiant damage. If the target is a creature and the unicorn moves at least 20 feet straight towards the target before the attack the target takes an extra 9 (2d8) bludgeoning damage and makes a DC 16 Strength saving throw falling prone on a failure.

Grant Boon (3/Day).

The unicorn touches a willing creature including itself with its horn and grants one of the following boons:

Healing: The creature magically regains 21 (6d6) hit points.

It is cured of all diseases and poisons affecting it are neutralized.

Luck: During the next 24 hours, the creature can roll a d12 and add the result to one ability check, attack roll, or saving throw after seeing the result.

Protection: A glowing mote of light orbits the creatures head.

The mote lasts 24 hours. When the creature fails a saving throw it can use its reaction to expend the mote and succeed on the saving throw.

Resolution: The creature is immune to being charmed or frightened for 24 hours.


sizeLarge

typeCelestial

group

alignment

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_desc

legendary_actions

special_abilitiesname: Good,desc: The unicorn radiates a Good aura.,name: Innate Spellcasting,desc: The unicorns innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: animal messenger, detect evil and good, druidcraft, pass without trace, scrying (locations within its domain only), 1/day: calm emotions, dispel evil and good, teleport (between locations within its domain only)

spell_list

page_no415

document__license_urlhttp://open5e.com/legal

document__slugmenagerie

document__titleLevel Up Advanced 5e Monstrous Menagerie

document__urlhttps://www.levelup5e.com

Find the complete stats on: Open5e

Level Up Advanced 5e Monstrous Menagerie, page no. 415
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