Unicorn
Unicorn is a large lawful good celestial.
Celestials are magical creatures, such as angels and pegasi, with ties to the Upper Planes.
Movement: walk 50 ft. • Senses: darkvision 60 ft., telepathy 120 ft.
Signature traits include Legendary Resistance (3/Day), Magic Resistance. It also has legendary actions.
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): - **At Will:** Detect Evil and Good, Druidcraft - **1/Day Each:** Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall
Bonus Actions
Unicorn's Blessing. 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.
- HP
- 97 (13d10 + 26)
- AC
- 12 (natural armor)
- Speed
- 50 ft.
poison
charmed, paralyzed, poisoned
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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