{"name":"Unicorn","cr":"5 (1,800 XP)","types":"Celestial","size":"Large","languages":"Celestial, Elvish, Sylvan, telepathy 60 ft.","alignment":"Lawful Good","description":"","suggestedenvironment":"","ac":"12","hitpoints":"67 [roll:9d10+18]","strength":"18","dexterity":"14","constitution":"15","intelligence":"11","wisdom":"17","charisma":"16","movement":"50","fly":"","hover":"","burrow":"","swim":"","climb":"","senses":"darkvision 60 ft., passive Perception 13","skills":"","savingthrows":"","damagevulnerabilities":"","damageresistances":"","damageimmunities":"poison","conditionimmunities":"charmed, paralyzed, poisoned","spellcasting":"[b]Innate Spellcasting.[\/b] The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:","atwill":"detect evil and good, druidcraft, pass without trace","onceperday":"calm emotions, dispel evil and good, entangle","twiceperday":"","thriceperday":"","specialabilities":"[b]Charge.[\/b] If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 [roll:2d8] piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.[br]\r\n[br]\r\n[b]Magic Resistance.[\/b] The unicorn has advantage on saving throws against spells and other magical effects.[br]\r\n[br]\r\n[b]Magic Weapons.[\/b] The unicorn's weapon attacks are magical.","actions":"","reactions":"","legendaryactions":"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.[br]\r\n[br]\r\n[b]Hooves.[\/b] The unicorn makes one attack with its hooves.[br]\r\n[br]\r\n[b]Shimmering Shield (Costs 2 Actions).[\/b] The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.[br]\r\n[br]\r\n[b]Heal Self (Costs 3 Actions).[\/b] The unicorn magically regains 11 [roll:2d8+2] hit points.","lairdescription":"","lairactions":"","regionaleffects":"","image":"","tabledata":"","tags":"","templateId":"21","blockId":"1929"}