Unicorns Species in D&D world | World Anvil
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Unicorns

Genetic Descendants
Related Ethnicities

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Unicorn

Large celestial, lawful good
Armor Class 12
Hit Points 67 9d10+18
Speed 50ft

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, Sylvan and Telepathy 60 Ft.
Challenge 5


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: (2d6 + 4) bludgeoning damage.   Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (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

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. Unicorn regains spent legendary actions at the start of their 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.

Lair Actions

Transformed by the creature’s celestial presence, the domain of a unicorn might include any of the following magical effects:   Open flames of a nonmagical nature are extinguished within the unicorn’s domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.   Creatures native to the unicorn’s domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.   When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.   Curses affecting any good-aligned creature are suppressed.   If the unicorn dies, these effects end immediately.

A unicorn’s lair might be an ancient ruin overgrown with vines, a misty clearing surrounded by mighty oaks, a flower-covered hilltop alive with butterflies, or some other serene woodland location.


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