Unicorn, Shaggy

Family: 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)

Damage Immunities poison
Condition Immunities charmed, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Celestial, Elvish, Sylvan, telepathy 60 ft
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • 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 forced prone.
  • 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:
  • 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. 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.

ABOUT

The shaggy unicorn is a massive and majestic creature. Adult males stand over six feet in height and can weigh over 2,000 lbs. Their coat is long and shaggy to protect against the harsh conditions of the Northern Reaches.

Like all unicorns they have a long horn that grows from the center of their foreheads and their coats are snow white.

These majestic creatures have the ability to teleport 1 time per day, along with a rider, up to 360 feet. Some say the elf-chieftains of the Northern Reaches use these huge creatures as mounts. The creatures are hunted for their horns, which sages say, function as powerful magical wands.

Section 15: Copyright Notice

Dwarrowdeep 5E, Copyright 2022; Greg Gillespie.

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