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Unicorn

Unicorn

Large Celestial, lawful good

AC12 (natural armor)HP97 (13d10 + 26)Speed50 ft., swim 25 ft., climb 25 ft., crawl 25 ft.

STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
16 (+3)

Sensesdarkvision 60 ft., passive Perception 13LanguagesCelestial, Elvish, Sylvan; telepathy 120 ft.CR5 (1,800 XP)
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): - **At Will:** Detect Evil and Good, Druidcraft - **1/Day Each:** Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall

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.


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Creature data from the System Reference Document 5.2, CC-BY-4.0. See licensing.