If the unicorn moves at least 20 feet 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.
Unicorn
Large Celestial Lawful Good
- Damage Immunities
- poison
- Condition Immunities
- charmed, paralyzed, poisoned
- Senses
- darkvision 60 ft., passive Perception 13
- Languages
- Celestial, Elvish, Sylvan, telepathy 60 ft.
- Environment
- forest
Traits
Charge
Magic Resistance
The unicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons
The unicorn's weapon attacks are magical.
Spellcasting
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:
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 (3/Day)
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 (1/Day)
The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet 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
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 feet 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.