Unicorn is a Large celestial with lawful good alignment and Challenge Rating 5 in D&D 5e. This stat block includes AC 12, 67 hit points, speeds, traits, and 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.
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.
Frequently Asked Questions
The Unicorn is a Large celestial with lawful good alignment in D&D 5th Edition.
The Unicorn has a Challenge Rating (CR) of 5, worth 1800 XP.
The Unicorn has 67 hit points (9d10+18) and an Armor Class of 12 in D&D 5th Edition.
The Unicorn is immune to these damage types or sources: poison.
The Unicorn is immune to the following conditions: Charmed, Paralyzed, Poisoned.