name: Unicorn
type: celestial
cr: 5

# Unicorn 
_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) |

**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 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.     
**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.     
**Hooves.** _ Melee Weapon Attack:_ +7 to hit, reach 5 ft.,  one target. _ Hit:_ 11 (2d6 + 4) bludgeoning damage.     
**Horn.** _ Melee Weapon Attack:_ +7 to hit, reach 5 ft.,  one target. _ Hit:_ 8 (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 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.  

### Legendary Actions 
The 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.  The unicorn regains spent legendary actions at the start of its 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 feet 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.