Unicorn
  
  
  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) | 
      
    
  
  
  
  
  
    
    
    
      • Condition Immunities:
      charmed, paralyzed, poisoned
      
    
    
    
    
      • Senses:
      darkvision 60 ft.
      
    
    
      • Languages:
      Celestial, Elvish, Sylvan, telepathy 60 ft.
      
    
    • Challenge:
    5 (1800 XP)
    
    
    • Environments:
    Forest, Ruins 
    
  
  
  
  
  
    
      • 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.
      
      
    
      • Magic Resistance: 
The unicorn has advantage on saving throws against spells and other magical effects.
      
      
    
      • Magic Weapons: 
The unicorn's weapon attacks are magical.
      
      
    
  
  
  
  
  
    
      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:
      
      
        
      
        
      
      
      
    
  
  
  
  
  
    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: 11 (2d6 + 4) bludgeoning damage.
      
    
      • Horn: 
Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (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
    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 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.