Monsterbrew

SRD

Unicorn

large celestial, lawful good

AC 12

Initiative +2 (12)

HP 97 (13d10 + 26)

Speed 50 ft.

ModSaveSTR 18+4+4DEX 14+2+2CON 15+2+2
ModSaveINT 11+0+0WIS 17+3+3CHA 16+3+3

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)

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

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

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

Radiant Horn. Melee Attack Roll: +7, reach 5 ft. 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 - 1e/Day Each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall

Legendary Actions

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.

Unicorn is from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 International License. Full attribution is on the Licenses & Attribution page.