Unicorn 2014
CR 5 celestial
Large celestial, chaotic evil
The unicorn is resistant to radiant damage.
The unicorn has advantage on saves against spells and other magical effects.
The unicorn's weapon attacks are magical.
The unicorn can pinpoint the location of Aberrations and Undead within 60 feet of it.
The unicorn can communicate with Beasts and Plants as if they shared a language.
Difficult terrain composed of nonmagical plants doesn't cost the unicorn extra movement. In addition, the unicorn can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
Actions
The unicorn magically regains 11 (2d8+2) HP.
The unicorn makes one Hooves attack and one Horn attack, or it makes two Horn Bolt attacks.
The unicorn raises its hooves glowing with golden light and brings them down with a reverberating stomp. Each hostile creature within 10 feet of the unicorn must make a DC 14 STR save. On a failure, a creature takes 10 (3d6) radiant damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage plus 10 (3d6) radiant damage.
Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 13 (3d6+3) radiant damage.
The unicorn can cast the dancing lights and druidcraft cantrips at will, requiring no material components and using WIS as the spellcasting ability.
The unicorn touches another creature with its horn. The target magically regains 11 (2d8+2) HP and is freed from all curses, diseases, and poisons afflicting it.
Reactions
When a creature the unicorn can see within 30 feet of it, including the unicorn, is attacked, the unicorn can surround it with a shimmering shield of radiant light. The target adds 3 to its AC against the attack.
Legendary Actions
The unicorn moves up to half is speed without provoking opportunity attacks.
The unicorn raises its hooves glowing with golden light and brings them down with a reverberating stomp. Each hostile creature within 10 feet of the unicorn must make a DC 14 STR save. On a failure, a creature takes 10 (3d6) radiant damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.
The unicorn magically regains 11 (2d8+2) HP.
Other versions
Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details