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Unicorn

Large celestial, Lawful Good

Armor Class 12

Hit Points 97 (13d10 + 26)

Speed 50 ft.

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

Damage Immunities poison

Condition Immunities charmed, paralyzed, poisoned

Senses Darkvision 60 ft., passive Perception 13

Languages Celestial, Elvish, Sylvan; telepathy 120 ft.

Challenge 5

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

Multiattack. The unicorn makes one Hooves attack and one Radiant Horn attack.

Hooves. m +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.

Radiant Horn. m +7, reach 5 ft. Hit: 9 (1d10 + 4) Radiant damage.

Legendary Actions

Charging Horn. The unicorn moves up to half its Speed without provoking Opportunity Attacks, and it makes one Radiant Horn attack.

Shimmering Shield. The unicorn targets itself or one creature it can see within 60 feet of itself. The target gains 10 (3d6) Temporary Hit Points, and its AC increases by 2 until the end of the unicorn's next turn. The unicorn can't take this action again until the start of its next turn.

Source

Monster Manual (2024), p. 313