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Monster

Unicorn

Large Celestial · Lawful Good

Monster Manual Page 294
Armor Class 12
Hit Points 67 (9d10 + 18)
Speed Walk 50 ft.
CR 5
STR 18 +4
DEX 14 +2
CON 15 +2
INT 11 +0
WIS 17 +3
CHA 16 +3

Traits

Charge

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 () Piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked .

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. 11 () Bludgeoning damage.

Horn

Melee Weapon Attack +7 to hit, reach 5 ft., one target. 8 () Piercing damage.

Healing Touch (3/Day)

The unicorn touches another creature with its horn. The target magically regains 11 () 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 () hit points.
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