Large celestial, Lawful Good
| Armor Class | 12 |
|---|---|
| Hit Points | 67 (9d10 + 18) |
| Speed | 50 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 17 (+3) | 16 (+3) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | poison |
| Condition Immunities | charmed; paralyzed; poisoned |
| Senses | darkvision 60 ft., passive Perception 13 |
| Languages | Celestial, Elvish, Sylvan, telepathy 60 ft. |
| Challenge | 5 |
If the unicorn moves at least 20 feet 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.
The unicorn has advantage on saving throws against spells and other magical effects.
The unicorn's weapon attacks are magical.
The unicorn makes two attacks: one with its hooves and one with its horn.
Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
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.
The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.
The unicorn makes one attack with its hooves.
The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.
The unicorn magically regains 11 (2d8 + 2) hit points.
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 each/day: calm emotions, dispel evil and good, entangle
Large celestial, Lawful Good
| Armor Class | 12 |
|---|---|
| Hit Points | 97 (13d10 + 26) |
| Speed | 50 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 17 (+3) | 16 (+3) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | poison |
| Condition Immunities | charmed; paralyzed; poisoned |
| Senses | Darkvision 60 ft., passive Perception 13 |
| Languages | Celestial, Elvish, Sylvan; telepathy 120 ft. |
| Challenge | 5 |
If the unicorn fails a saving throw, it can choose to succeed instead.
The unicorn has Advantage on saving throws against spells and other magical effects.
The unicorn makes one Hooves attack and one Radiant Horn attack.
Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.
Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d10 + 4) Radiant damage.
The unicorn moves up to half its Speed without provoking Opportunity Attack, and it makes one Radiant Horn attack.
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.
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 each/day: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall
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.
3/day: Cure Wounds, Lesser Restoration