Unicorn A5E
CR 5 celestial
Large celestial, chaotic evil
The unicorn radiates a Good aura.
The unicorns innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
- At Will: Animal Messenger, Detect Evil and Good, Druidcraft, Pass Without Trace, Scrying (locations within its domain only),
- 1/Day: Calm Emotions, dispel evil and good, Teleport (between locations within its domain only)
Actions
It is cured of all diseases and poisons affecting it are neutralized.
The unicorn attacks once with its hooves and once with its horn.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) radiant damage. If the target is a creature and the unicorn moves at least 20 feet straight towards the target before the attack the target takes an extra 9 (2d8) bludgeoning damage and makes a DC 16 Strength saving throw falling prone on a failure.
The unicorn touches a willing creature including itself with its horn and grants one of the following boons:
The mote lasts 24 hours. When the creature fails a saving throw it can use its reaction to expend the mote and succeed on the saving throw.
Other versions
Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details