Unicorn
- AC: 12
- Alignment: Lawful Good
- CHA: 16
- CON: 15
- Challenge Rating: 5
- Condition Immunities: Charmed, Paralyzed, Poisoned
- DEX: 14
- HP: 67 (9d10+18)
- INT: 11
- Immunities: Poison
- Languages: Celestial, Elvish, Sylvan, Telepathy 60 Ft.
- Passive Perception: 13
- Roll 0: Hooves 1d20 + 7 2d6+4
- Roll 1: Horn 1d20 + 7 1d8+4
- STR: 18
- Senses: Darkvision 60 Ft.
- Size: Large
- Speed: 50 ft.
- Spell Book: Detect Evil And Good, Druidcraft, Pass Without Trace, Calm Emotions, Dispel Evil And Good, Entangle
- Type: celestial
- WIS: 17
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.
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
Magic Resistance: The unicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons: The unicorn's weapon attacks are magical.
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 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
Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each 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.
The SendingStone review
The unicorn is a powerful creature in the world of Dungeons & Dragons, with a challenge rating of 5. It has high charisma and constitution scores, as well as immunity to being charmed, paralyzed, and poisoned. However, it has an average dexterity and intelligence score. The unicorn's alignment is lawful good, emphasizing its commitment to justice and honor. With a decent armor class of 12 and 67 hit points, the unicorn is a formidable opponent in battle. Overall, the unicorn is a valuable addition to any adventuring party and a symbol of grace and purity in the D&D universe.
Unicorn is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Unicorn Pathfinder edition. Want to use Unicorn in a VTT (virtual tabletop)? Try out SendingStone for free today!
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