D&D 5e monster · SRD 5.2
Unicorn
Large Celestial, Lawful Good
- Armor Class
- 12
- Hit Points
- 97 (13d10+26)
- Speed
- 50 ft.
- Initiative
- +8
- Challenge
- 5 (1800 XP)
- Proficiency Bonus
- +3
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18+4 | 14+2 | 15+2 | 11+0 | 17+3 | 16+3 |
- Damage Immunities:
- poison
- Condition Immunities:
- charmed, paralyzed, poisoned
- Senses:
- darkvision 60 ft., Passive Perception 13
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 creature makes 2 attacks.
Hooves. Melee Attack Roll: +7, reach 5 ft.. Hit: 2d6+4 bludgeoning damage.
Radiant Horn. Melee Attack Roll: +7, reach 5 ft.. Hit: 1d10+4 radiant damage.
Spellcasting. spell save DC 14. At will: Detect Evil and Good, Druidcraft. 1/day: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall.
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
The creature can take 3 legendary actions, choosing from the options below — one at the end of another creature's turn. Spent actions are regained at the start of its turn.
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.