Combat Statistics
CR 5
Challenge Rating
1,800 XP
12
Armor Class
67
Hit Points
(9d10)
Speed: {"walk":50} ft.
Strength
18
(+4)
Dexterity
14
(+2)
hit points, healing, and concentration saves." data-tooltip-category="ability_score" title="Measures health, stamina, and vital force. Affects hit points, healing, and concentration saves.">Constitution
15
(+2)
Intelligence
11
(+0)
Wisdom
17
(+3)
Charisma
16
(+3)
Damage Resistances: []
Damage Immunities: ["poison"]
Condition Immunities: [{"index":"charmed", "name":"Charmed", "url":"/api/2014/conditions/charmed"}, {"index":"paralyzed", "name":"Paralyzed", "url":"/api/2014/conditions/paralyzed"}, {"index":"poisoned", "name":"Poisoned", "url":"/api/2014/conditions/poisoned"}]
Senses:
Darkvision 60 ft.,
Passive Perception 13 ft.
passive Perception 13
Languages: ["Celestial", "Elvish", "Sylvan", "telepathy 60 ft."]
Proficiency Bonus: +3
Special Abilities
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:
At will: detect evil and good, druidcraft, pass without trace
1/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.
Actions
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 mi. away.
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.
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.
Quick Reference
Legendary
Type: Celestial
Size: Large
Alignment: lawful good
Environment: Any
DM Tools
💰 Loot Generator
CR 5 | Challenge Rating: 5
Loot based on monster type, CR, and D&D 5e treasure guidelines