Unicorn
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.
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.
Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open