Large celestial, lawful good
Armor Class 12
Armor Class (suggested)17
Hit Points 67 (9d10+18)
Speed 50 ft.
Proficiency Bonus +3
Proficiency Bonus +4 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 17 (+3) | 16 (+3) |
Saving Throws (siuggested) Str +7, Wis +6, Cha +6
Skills (suggested) Perception +6, Stealth +5
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)
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.
Impaling Charge (suggested). If the unicorn moves at least 30 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 23 (3d12 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Danger Sense (suggested). Unicorns can sense the presence of evil creatures in a range of 720 feet.
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.
- Multiattack (suggested). The unicorn makes three attacks: two with its hooves and one with its horn.
- Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage.
- Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (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
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. Unicorn regains spent legendary actions at the start of their 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.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
A unicorn is a celestial creature that resembles a horse with a long, ivory horn on its forehead. It has a white coat, mane, and tail, and cloven hooves. Males have a white beard, while females are more elegant and slimmer. Its eyes can be deep sea blue, violet, brown, gold, or pink. It is a gentle and majestic being that wanders sylvan realms, radiating a spirit of tranquility and goodness. It can communicate telepathically with other creatures, and it can cast some innate spells without any components. It is loyal to its friends and fierce to its enemies. Unicorns speak their own language as well as those of other sylvan creatures and elves.
COMBAT
A unicorn is not a violent creature, but it will defend itself and its domain from any evil or destructive force. It can charge at its foes with its horn, dealing extra piercing damage and knocking them prone. It can also use its hooves to kick or trample. Its horn can heal wounds and cure poisons with a touch, and it can also teleport itself and up to three allies to a safe location once per day. A unicorn has magic resistance and its weapon attacks are magical. It can also use some of its legendary actions to make extra hoof attacks, create a shimmering shield around itself or another creature, or heal itself. A unicorn can cast some spells innately, such as detect evil and good, druidcraft, pass without trace, calm emotions, dispel evil and good, and entangle.
HABITAT / SOCIETY
A unicorn lives in enchanted forests, where it protects the natural balance and harmony of the land. It usually dwells alone or with a mate, but it may occasionally form small herds with other unicorns. It shuns most creatures, except for good-hearted ones or fey such as pixies, dryads, and sprites. It may choose to reveal itself to a worthy creature, or even bond with one as a mount or companion. Unicorns mate for life and make their home in an open dell of the forest they have chosen to protect. There, in the boles of the trees, unicorns etch a glyph, recognizable to sylvan creatures, indicating that the forest is under unicorn protection.
Rangers have a chance of determining correctly whether a forest is guarded by unicorns. Once a woodland has a unicorn protector, no other unicorn will enter that forest unless the forest is very large. Each family of unicorns stakes out a territory approximately 400 square miles (20 miles by 20 miles).
Travelers may pass through a unicorn’s forest freely and even hunt there, but anyone killing for sport or damaging the forest maliciously will be attacked if the unicorn is nearby. The ferocity of this attack is determined by the evil of the trespasser. Truant youths throwing stones at animals, for example, would be driven off with just a few bruises as a reminder, while pillaging orcs would be hunted down and slain.
Lone unicorns occasionally allow themselves to be tamed and ridden by a human or elf maiden of pure heart and good alignment. A unicorn that submits once and is treated kindly will act as the maiden’s steed for life, even carrying her beyond the realm of his forest if she so desires. Unicorns make exceptionally loyal mounts and will protect their riders even unto death.
A unicorn serves the god Eachthighern, the lord of unicorns and pegasi.
ECOLOGY
Unicorns are herbivores, living on tender leaves and grasses. They do not harm any living thing unless provoked or threatened. They have a lifespan of over 1,000 years, and they reproduce rarely and slowly. They are believed to maintain their youth until death is only weeks away. The secret to this longevity is the strong magical nature of the horn.
Their only natural enemies are griffons and those creatures who destroy forests, such as red dragons and orcs. A unicorn’s horn is highly sought after by evil beings for its magical properties, but removing it from a living unicorn is a heinous act that may result in the unicorn’s death or corruption.
A unicorn’s presence transforms its domain with magical effects, such as extinguishing nonmagical flames, enhancing the stealth of native creatures, or creating beautiful phenomena like rainbows and butterflies.
Unicorn is employed as material component to empower the following spells: