# Unicorn

*Large* *Celestial* *lawful good*

- **Armor Class:** 12
- **Hit Points:** 67 (9d10+18)
- **Speed:** walk 50 ft.
- **Challenge Rating:** 5 (1,800 XP)
- **Source:** [5.1 SRD (2015 MM)](https://slyflourish.com/srds/SRD5.1-CCBY4.0_License_live%20links%20English.pdf) page 351

| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 17 (+3) | 16 (+3) |

- **Skills:** 
- **Damage Immunities:** poison
- **Condition Immunities:** charmed, paralyzed, poisoned
- **Senses:** darkvision 60 ft., passive Perception 13
- **Languages:** Celestial, Elvish, Sylvan, telepathy 60 ft.

### Special Abilities

- **Charge:** 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.
- **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, druidcraft, pass without trace
1/day each: calm emotions, dispel evil and good, entangle
- **Magic Resistance:** The unicorn has advantage on saving throws against spells and other magical effects.
- **Magic Weapons:** The unicorn's weapon attacks are magical.

### 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.

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.

### 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 ft. 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.
