Traits
Charge: Suppose, the unicorn would be moved at least 20ft. straight towards the target and then hits it by a horn attack on its same turn. The target normally takes an extra 9 (2d8) piercing damage. Suppose, the target is a creature, then must be succeeded on the DC15 strength saving throw or else be knocked prone.
Innate Spellcasting: By the way the innate spellcasating ability is the charisma (spell save DC 14). Then the unicorn can innately be cast the following spells, requiring to no components:
At will: Detect Evil and Good, Druidcraft, Pass without Trace
1/day each: Calm Emotions, Dispel Evil and Good, Entangle
Magic Resistance: Normally, the unicorn has an advantage on the saving throws which are against to the spells and even other magical effects.
Magic Weapons: The unicorn’s weapon attacks are the magical.
Actions
Multiattack: The unicorn has a capability to make two attacks: such as one with its hooves and one with its horn.
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.
Healing Touch (3/Day): The unicorn could touches an another creature by using its horn. The target is magically be regaining 11 (2d8 + 2) Hit Points. But in an addition, the touch can remove all of its diseases and even neutralizes all the poisons afflicting the target.
Teleport (1/Day): At this Teleport action the unicorn can magically teleports itself and even up to three willing creatures that it can see within 5 ft. of it, along by any of their equipment that they are wearing or even carrying, for a location the unicorn was familiar with, up to a mile away.
Legendary Actions
It can take 3 legendary actions and even choosing from the below given options. But the only one legendary action could be at a time and of course only at the end of an another creature’s turn. It spent the legendary actions which are regained at the start of each of its turn.
Hooves: The unicorn can make an attack with its hooves.
Shimmering Shield (Costs 2 Actions): Basically, this unicorn monster can create the shimmering, and even the magical field around itself or else an another creature it could see within 60ft. of it. Even the target can gain a +2 bonus to AC until unless the end of the unicorn’s next turn.
Heal Self (Costs 3 Actions): The unicorn magically regains 11 (2d8 + 2) Hit Points.
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Attributes Of Unicorn Monster DnD 5E
AC | 12 |
Alignment |
Lawful Good
|
CHA | 16 |
CON | 15 |
Challenge Rating
|
5 |
Condition Immunities
|
Charmed, Paralyzed, Poisoned
|
DEX | 14 |
HP |
67 (9d10+18)
|
INT | 11 |
Immunities | Poison |
Languages |
Celestial, Elvish, Sylvan, Telepathy 60 Ft.
|
Passive Perception
|
13 |
Roll 0
|
Hooves 1d20 + 7 2d6+4
|
Roll 1
|
Horn 1d20 + 7 1d8+4
|
STR | 18 |
Senses |
Darkvision 60 Ft.
|
Size |
Large
|
Speed |
50 ft.
|
Spell Book
|
Detect Evil And Good, Druidcraft, Pass Without Trace, Calm Emotions, Dispel Evil And Good, Entangle
|
Type
|
celestial
|
WIS
|
17
|