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D&D · SRD 5.2.1 (5.5e, 2024)

Unicorn Large Celestial, Lawful Good

Armor Class
12
Hit Points
97 (13d10 + 26)
Speed
50 ft.
Initiative
+8 (18)
STRDEXCONINTWISCHA
SCORE181415111716
MOD+4+2+2+0+3+3
SAVE+4+2+2+0+3+3
Immunities
Poison; Charmed, Paralyzed, Poisoned
Senses
darkvision 60 ft.; Passive Perception 13
Languages
Celestial, Elvish, Sylvan; telepathy 120 ft.
CR
5 (XP 1,800)

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. 11 (2d6 + 4) Bludgeoning damage.

Radiant Horn. Melee Attack Roll: +7, reach 5 ft. 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):

Bonus Actions

Unicorn's Blessing (3/Day). The unicorn touches another creature with its horn and casts Cure Wounds or Lesser Restoration on that creature, using the same spellcasting ability as Spellcasting.

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.

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Includes material from the System Reference Document (SRD 5.2.1 / 5.1) by Wizards of the Coast, licensed under CC BY 4.0. Legal