Large Celestial , Lawful Good
• Armor Class: 12
• Hit Points: 67 (9d10+18)
• Speed: 50 ft.

18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3)

• Condition Immunities: charmed, paralyzed, poisoned
• Senses: darkvision 60 ft.
• Languages: Celestial, Elvish, Sylvan, telepathy 60 ft.
• Challenge: 5 (1800 XP)
• Environments: Forest, Ruins

• 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


• 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

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.