Monster Manual 5.5e

Majestic and Magical Forest Master

Habitat: Forest, Planar (Feywild); Treasure: Any

Caption

Unicorns are majestic defenders of forests. They are revered by many Fey and other forest dwellers, and they do whatever they can to ensure the peace and health of those who shelter in their wooded realms.

Unicorn Lairs

Unicorns dwell in unspoiled forests, particularly where benevolent Fey creatures live.

The region containing a unicorn’s lair is changed by its presence, creating the following effects:

  • Obscuring Foliage. The unicorn and its allies have Advantage on Dexterity (Stealth) checks while within 1 mile of the lair.
  • Positive Energy. Whenever a creature within 1 mile of the lair regains Hit Points from a spell, it regains the maximum number of Hit Points possible. Additionally, the effects of curses are suppressed within 1 mile of the lair.

If the unicorn dies or moves its lair elsewhere, these effects end immediately.

Statblocks

Blank

Unicorn

Large Celestial, Lawful Good

AC 12 Initiative +8 (18)

HP 97 (13d10 + 26)

Speed 50 ft.

STRDEXCONINTWISCHA
181415111716
+4+2+2+0+3+3Mod
+4+2+2+0+3+3Save

Immunities Poison; Charmed, Paralyzed, Poisoned

Senses Darkvision 60 ft.; Passive Perception 13

Languages Celestial, Elvish, Sylvan; telepathy 120 ft.

CR 5 (XP 1,800; PB +3)

Traits

Legendary Resistance (3/Day). If the unicorn fails a saving throw, it can choose to succeed instead.

Magic Resistance. The unicorn has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The unicorn makes one Hooves attack and one Radiant Horn attack.

Hooves. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.

Blank

Radiant Horn. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d10 + 4) Radiant damage.

Spellcasting. The unicorn casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14):

At Will: Detect Evil and Good, Druidcraft

1/Day Each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall

Bonus Actions

Unicorn’s Blessing (3/Day). The unicorn touches another creature with its horn and casts Cure Wounds or Lesser Restoration on that creature, using the same spellcasting ability as Spellcasting.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, the unicorn can expend a use to take one of the following actions. The unicorn regains all expended uses at the start of each of its turns.

Charging Horn. The unicorn moves up to half its Speed without provoking Opportunity Attacks, and it makes one Radiant Horn attack.

Shimmering Shield. The unicorn targets itself or one creature it can see within 60 feet of itself. The target gains 10 (3d6) Temporary Hit Points, and its AC increases by 2 until the end of the unicorn’s next turn. The unicorn can’t take this action again until the start of its next turn.