Dungeons & Dragons Fifth Edition SRD

This resource contains useful selections. You can find the complete documentation here: System Reference Document.


Unicorn

Unicorn

Large, celestial, lawful good
Armor Class
12 (dex)
Hit Points
67
(9d10+18)
Speed:
Walk 50 ft.,


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


Saving Throws:
Skills:
Damage Vulnerabilities:
Damage Resistances:
Damage Immunities: poison
Condition Immunities: Charmed, Paralyzed, Poisoned
Senses:
darkvision 60 ft.
Passive Perception:
13
Languages: Celestial, Elvish, Sylvan, telepathy 60 ft.
CR:
5
(1800 XP)
Proficiency Bonus: 3

Traits:

  • 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.
  • Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The unicorn's weapon attacks are magical.

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

Spell Save DC
14
Spells

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 mile 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.


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