Unicorn Lord
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Large fey, lawful good


Armor Class 12
Hit Points 102 (12d10 + 36)
Speed 50 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 12 (+1) 18 (+4) 20 (+5)

Saving Throws Str +8, Wis +8, Cha +9
Skills Arcana +5, History +5, Stealth +9, Survival +8
Damage Immunities poison
Condition Immunities charmed, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Celestial, Elvish, Sylvan, telepathy 60 ft.
Challenge 7 (2,900 XP)


Charge. If the unicorn lord moves at least 20 feet straight toward a target and then hits it with an antler 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 16 Strength saving throw or be knocked prone.

Innate Spellcasting. The unicorn lord's innate spellcasting ability is Charisma (spell save DC 17). The unicorn can innately cast the following spells, requiring no components: At will: bless, detect evil and good, druidcraft, pass without trace. 1/day each: aid, banishment, dispel evil and good, entangle, protection from poison, protection from evil and good, zone of truth

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: +8 to hit, reach 5 ft ., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Horn. Melee Weapon Attack: +8 to hit, reach 5 ft ., one target. Hit: 8 (1d8 + 4) piercing damage.

Healing Touch (3/Day). The unicorn lord touches another creature with its horn. The target magically regains 16 (3d8 + 3) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Teleport (1/Day). The unicorn lord magically teleports itself and up to five 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.

Turn Undead. As an action, the unicorn lord can turn undead. Each undead that can see or hear it within 30 feet must make a Wisdom saving throw DC 17. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of the unicorn. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

If additional unicorns use the help action, they impose disadvantage on the undeads' saves to resist this effect.

Legendary Actions


The unicorn lord 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.

Bless (Costs 2 Actions). The unicorn casts bless on up to 3 creatures within 30 feet.

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 16 (3d8 + 3) hit points.

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