Large celestial, lawful good
- Armor Class
- 12
- Hit Points
- 97 (13d10 + 26)
- Speed
- 50 ft.
- Challenge
- 5 (1,800 XP)
- Damage Immunities
- poison
- Condition Immunities
- charmed; paralyzed; poisoned
- Senses
- Darkvision 60 ft., passive Perception 13
- Languages
- Celestial, Elvish, Sylvan; telepathy 120 ft.
Traits
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.
Actions
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.
Legendary Actions
The unicorn moves up to half its Speed without provoking Opportunity Attacks, 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.
Spellcasting
The unicorn casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14):
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.