Unicorn

Large · Celestial · CR 5

Unicorn
Type
Celestial
Size
Large
Alignment
lawful good
Armour class
12 (natural armor)
Hit points
97 (13d10 + 26)
Initiative
+8
Speed
50 ft.
Saving throws
Strength +4, Dexterity +2, Constitution +2, Intelligence +0, Wisdom +3, Charisma +3
Damage immunities
poison
Condition immunities
charmed, paralyzed, poisoned
Senses
darkvision 60 ft., passive Perception 13
Languages
Celestial, Elvish, Sylvan; telepathy 120 ft.
Challenge
5 (1,800 XP)
Ability scores
STRDEXCONINTWISCHA
18 (+4)14 (+2)15 (+2)11 (+0)17 (+3)16 (+3)

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

Hooves. Melee Attack Roll: +7, reach 5 ft. 11 (2d6 + 4) Bludgeoning damage.

Multiattack. The unicorn makes one Hooves attack and one Radiant Horn attack.

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. 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.

This monster is different in the other edition

What20142024
Hit points6797

Read the other edition's version · Everything that changed for monsters