Unicorn, Winged

Large celestial, lawful good

Armor Class 17 (natural armor)
Hit Points 195 (23d10 + 69)
Speed 50 ft., fly 100 ft.

20 (+5) 16 (+3) 17 (+3) 11 (+0) 19 (+4) 21 (+5)

Damage Immunities poison
Condition Immunities charmed, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Celestial, Elvish, Sylvan, telepathy 60 ft.
Challenge 12 (8,400 XP)


  • Charge. If the winged 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 17 Strength saving throw or be forced prone.
  • Innate Spellcasting. The winged unicorn’s innate spellcasting ability is Charisma (spell save DC 17). The winged unicorn can innately cast the following spells, requiring no components:
  • Magic Resistance. The winged unicorn has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The winged unicorn’s weapon attacks are magical.
  • Shimmering Ward. The winged unicorn is surrounded by a shimmering sphere of magical energy. The winged unicorn and its allies within 30 feet have a +2 bonus to AC (included in winged unicorn’s AC).


  • Multiattack. The winged unicorn makes three attacks: two with its hooves and one with its horn.
  • Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
  • Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. The target loses 5 (1d10) hit points and the winged unicorn regains 5 (1d10) hit points.
  • Healing Light (3/Day). The winged unicorn’s horn sheds a colorful light. Each ally within 15 feet magically regains 11 (2d8 + 2) hit points. In addition, the light removes all diseases and neutralizes all poisons afflicting the creatures.
  • Teleport (1/Day). The winged 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.


The winged unicorn can take 2 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 winged unicorn makes one attack with its hooves.
  • Purify (Costs 2 Actions). The winged unicorn ends one spell or magical effect of its choosing on itself or on an ally within 60 feet that it can see.
  • Healing Light (Costs 2 Actions). The winged unicorn uses its healing light.


Winged unicorns spend most of their lives as normal unicorns do. The only difference is that winged unicorns are summoned in situations that threaten the ways of good at massive scales or when a champion of good is stuck down in a far away realm.

They are celestials sent by the divine to rescue their champions from dire situations.

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