# 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 415

| 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

- **Good:** The unicorn radiates a Good aura.
- **Innate Spellcasting:** 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)

### 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:** 


