Unicorn
Large · Celestial · Lawful Good
HP97
AC12
CR5
Speed 50 ft.
Ability Scores
STR18 (+4)
DEX14 (+2)
CON15 (+2)
INT11 (+0)
WIS17 (+3)
CHA16 (+3)
Details
Initiative +8 (18) Immunities Poison; Charmed, Paralyzed, Poisoned Senses Darkvision 60 ft.; Passive Perception 13 Languages Celestial, Elvish, Sylvan; telepathy 120 ft.
Traits
- Legendary Resistance (3/Day). If the unicorn fails a saving throw, it can choose to succeed instead.
- Magic Resistance. The unicorn has Advantage on saving throws against spells and other magical effects.
Actions
- Multiattack. The unicorn makes one Hooves attack and one Radiant Horn attack.
- Hooves. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.
- Radiant Horn. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d10 + 4) Radiant damage.
- Spellcasting. The unicorn casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14): At Will: Detect Evil and Good, Druidcraft 1/Day Each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall
Legendary Actions
- Charging Horn. The unicorn moves up to half its Speed without provoking Opportunity Attacks, and it makes one Radiant Horn attack.
- Shimmering Shield. The unicorn targets itself or one creature it can see within 60 feet of itself. The target gains 10 (3d6) Temporary Hit Points, and its AC increases by 2 until the end of the unicorn's next turn. The unicorn can't take this action again until the start of its next turn.
All text above is reproduced verbatim from the D&D 5e 2024 SRD. No AI interpretation.