Large celestial, lawful good
|18 (+4)||14 (+2)||15 (+2)||11 (+0)||17 (+3)||16 (+3)|
Speed 50 ft.
Damage immunities poison
Condition immunities Charmed, Paralyzed, Poisoned
Senses darkvision 60 ft., passive perception 13
Languages Celestial, Elvish, Sylvan, telepathy 60 ft.
Charge If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Innate Spellcasting The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:nnAt will: detect evil and good, druidcraft, pass without tracen1/day each: calm emotions, dispel evil and good, entangle
Magic Resistance The unicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons The unicorn's weapon attacks are magical.
Multiattack The unicorn makes two attacks: 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 The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Teleport The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.
This creature 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. It regains spent legendary actions at the start of its turn.
Hooves The unicorn makes one attack with its hooves.
Shimmering Shield (Costs 2 Actions) The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.
Heal Self (Costs 3 Actions) The unicorn magically regains 11 (2d8 + 2) hit points.