.. _Unicorn: Unicorn ------- .. https://stackoverflow.com/questions/11984652/bold-italic-in-restructuredtext .. raw:: html .. role:: bi :class: bolditalic *Large celestial, lawful good* **Armor Class** 12 **Hit Points** 67 (9d10 + 18) **Speed** 50 ft. +-----------+-----------+-----------+-----------+-----------+-----------+ | STR | DEX | CON | INT | WIS | CHA | +===========+===========+===========+===========+===========+===========+ | 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 17 (+3) | 16 (+3) | +-----------+-----------+-----------+-----------+-----------+-----------+ **Damage Immunities** poison **Condition Immunities** :ref:`charmed`, :ref:`paralyzed`, :ref:`poisoned` **Senses** darkvision 60 ft., passive Perception 13 **Languages** Celestial, Elvish, Sylvan, telepathy 60 ft. **Challenge** 5 (1,800 XP) :bi:`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 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked :ref:`prone`. :bi:`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* :bi:`Magic Resistance`. The unicorn has advantage on saving throws against spells and other magical effects. :bi:`Magic Weapons`. The unicorn's weapon attacks are magical. Actions ^^^^^^^ :bi:`Multiattack`. The unicorn makes two attacks: one with its hooves and one with its horn. :bi:`Hooves`. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage. :bi:`Horn`. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage. :bi:`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. :bi:`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 ^^^^^^^^^^^^^^^^^ 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 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 (2d8 + 2) hit points.