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D&D 5th Edition

Compendium

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Unicorn

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These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

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 knocked 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:

At will: detect evil and good, druidcraft, pass without trace
1/day each: calm emotions, dispel evil and good, entangle

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

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each 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.

Attributes

AC
12
Alignment
Lawful Good
CHA
16
CON
15
Challenge Rating
5
Condition Immunities
Charmed, Paralyzed, Poisoned
DEX
14
HP
67 (9d10+18)
INT
11
Immunities
Poison
Languages
Celestial, Elvish, Sylvan, Telepathy 60 Ft.
Passive Perception
13
Roll 0
Hooves 1d20 + 7 2d6+4
Roll 1
Horn 1d20 + 7 1d8+4
STR
18
Senses
Darkvision 60 Ft.
Size
Large
Speed
50 ft.
Spell Book
Detect Evil And Good, Druidcraft, Pass Without Trace, Calm Emotions, Dispel Evil And Good, Entangle
Type
celestial
WIS
17
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