Large Celestial
Armor Class 14
Hit Points 85 (9d10+36)
Speed walk +80
Challenge 5
Damage Immunities poison
Condition Immunities charmed, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Celestial, Elvish, Sylvan, telepathy 60 ft.
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)
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.
Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open