Unicorn
Large celestial, lawful good
Armor Class 12 (natural armor)
Hit Points 97 (13d10 + 26)
Speed 50 ft., swim 25 ft., climb 25 ft.
str
18 (+4)
dex
14 (+2)
con
15 (+2)
int
11 (+0)
wis
17 (+3)
cha
16 (+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)
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): - **At Will:** Detect Evil and Good, Druidcraft - **1/Day Each:** Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall
Spellcasting (CHA, DC 14, +6 to hit)
At Will: Detect Evil and Good, Druidcraft
1/Day Each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall
Attack Summary
Legendary Actions
The unicorn 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. The unicorn regains spent legendary actions 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.