Unicorn — fantasy monster illustration. Unicorn is a large celestial (Challenge Rating 5).

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Unicorn

Large Celestial

AC
12
HP
92
Speed
50
CR
5

Armor Class 12

Hit Points 92

Speed 50 ft.


STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
22 (+6)
CHA
22 (+6)

Damage Resistances Celestial Resilience

Damage Immunities poison,charmed,frightened,paralyzed,poisoned

Senses darkvision 60 ft.

Languages Celestial,Elvish,Sylvan,telepathy 60 ft.

Challenge 5


Traits

Celestial Resilience. The unicorn is resistant to radiant damage.

Magic Resistance. The unicorn has advantage on saves against spells and other magical effects.

Magic Weapons. The unicorn's weapon attacks are magical.

Sense the Unnatural. The unicorn can pinpoint the location of Aberrations and Undead within 60 feet of it.

Speak with Beasts and Plants. The unicorn can communicate with Beasts and Plants as if they shared a language.

Woodland Walk. Difficult terrain composed of nonmagical plants doesn't cost the unicorn extra movement. In addition, the unicorn can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Actions

Multiattack. The unicorn makes one Hooves attack and one Horn attack, or it makes two Horn Bolt attacks.

Hooves. _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) bludgeoning damage.

Horn. _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 8 (1d8+4) piercing damage plus 10 (3d6) radiant damage.

Horn Bolt. _Ranged Spell Attack:_ +6 to hit, range 60 ft., one target. _Hit:_ 13 (3d6+3) radiant damage.

Unicorn Magic. The unicorn can cast the dancing lights and druidcraft cantrips at will, requiring no material components and using WIS as the spellcasting ability.

Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d8+2) HP and is freed from all curses, diseases, and poisons afflicting it.

Reactions

Shimmering Shield. When a creature the unicorn can see within 30 feet of it, including the unicorn, is attacked, the unicorn can surround it with a shimmering shield of radiant light. The target adds 3 to its AC against the attack.

Legendary Actions

The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.

Canter. The unicorn moves up to half is speed without provoking opportunity attacks.

Radiant Stomp (Costs 2 Actions). The unicorn raises its hooves glowing with golden light and brings them down with a reverberating stomp. Each hostile creature within 10 feet of the unicorn must make a DC 14 STR save. On a failure, a creature takes 10 (3d6) radiant damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.

Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8+2) HP.

Community Images

Unicorn — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022