Unicorn

Monster Manual (2025) p. 312

Size
Large
Type
celestial
Alignment
lawful good
AC
12
Initiative
8
Hit Points
97 (13d10+26)
Speed
walk 50 ft.
Immunities
poison
Condition Immunities
charmed, paralyzed, poisoned
Senses
darkvision 60 ft.
Passive Perception
13
Languages
Celestial, Elvish, Sylvan; telepathy 120 ft.
Challenge
5
Environment
forest, planar (feywild)
STR
18
+4
DEX
14
+2
CON
15
+2
INT
11
+0
WIS
17
+3
CHA
16
+3

Traits

Proficiency Bonus

+3

Treasure

Any: The monster's treasure hoard can include monetary treasure and any kinds of magic items.

Legendary Resistance (3/Day)

If the unicorn fails a saving throw, it can choose to succeed instead.

recharge

3/DAY

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.

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

Unicorn's Blessing (3/Day) (Bonus Action)

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.

recharge

3/DAY

Legendary Actions

Legendary Actions (3/Turn)

The Unicorn 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. The Unicorn regains spent legendary actions at the start of its turn.

recharge

3/TURN

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 Lairs Categoría: lair

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.

Spells

Detect Evil and Good [5.5e], Druidcraft [5.5e], Calm Emotions [5.5e], Dispel Evil and Good [5.5e], Entangle [5.5e], Pass without Trace [5.5e], Word of Recall [5.5e]

Other data

description

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.