# Corrupted Unicorn

*Large* *Celestial*

- **Armor Class:** 14
- **Hit Points:** 85 (9d10+36)
- **Speed:** walk 80 ft.
- **Challenge Rating:** 5 (1,800 XP)
- **Source:** [A5e Monstrous Menagerie](https://enpublishingrpg.com/products/level-up-monstrous-menagerie-a5e) page 416

| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 20 (+5) | 18 (+4) | 18 (+4) | 16 (+3) | 20 (+5) | 20 (+5) |

- **Skills:** 
- **Damage Immunities:** poison
- **Condition Immunities:** charmed, paralyzed, poisoned
- **Senses:** darkvision 60 ft., passive Perception 15
- **Languages:** Celestial, Elvish, Sylvan, telepathy 60 ft.

### Special Abilities

- **Magic Resistance:** The unicorn has advantage on saving throws against spells and magical effects.

### 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.
- **Trample:** The unicorn attacks a prone creature with its hooves.
- **Darkness Aura (1/Day):** A 15-foot radius area of magical darkness emanates from the unicorn  spreading around corners and moving with it. Darkvision and natural light can't penetrate it. If the darkness overlaps with an area of light created by a 2nd-level spell or lower  the spell creating the light is dispelled. The darkness aura lasts for 10 minutes or until the unicorn takes damage. The aura doesnt hinder the unicorns sight.
- **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.


