Unicorn
Source: Monster Manual p. 294. Available in the SRD
Unicorns dwell in enchanted forests. Unrelated to the horses it resembles, a unicorn is a celestial creature that wanders sylvan realms, its white form glimmering like starlight.
A unicornās brow sports a single spiraling horn of ivory whose magical touch can heal the sick and the injured. Its ears catch the words and whispers of the creatures that share its domain, and it knows the tongues of elves and sylvan folk. Unicorns allow good-hearted creatures to enter their woods to hunt or gather food, but they hold evil ever at bay. Foul-hearted creatures seldom leave a unicornās domain alive.
Divine Guardians
Good deities placed unicorns on the Material Plane to ward away evil and preserve and protect sacred places. Most unicorns protect a bounded realm such as an enchanted forest. However, the gods sometimes send a unicorn to guard sacred artifacts or protect specific creatures. When the forces of darkness strike against an individual the gods wish to protect, they might send that individual to a unicornās forest, where evil creatures pursue at their peril.
Unicorns most often serve deities of the forest and woodlands, including the gods of benevolent fey.
Although all unicorns have natural healing power, some serve the gods in greater capacities, performing miracles normally reserved for high priests.
Forest Lords
A unicornās forest is a celestial realm where nothing that occurs beneath the sun-dappled leaves escapes the creatureās notice. A unicorn hears each breathy tune sung by the elves that reside amid the treetops. It senses where every caterpillar spins its cocoon, each leaf and branch upon which a bright butterfly rests its tired wings.
In a unicornās forest, a sense of calm pervades. From wolves and foxes to birds, squirrels, and tiny insects, the creatures of a unicornās domain seem quite tame.
Pixies, sprites, satyrs, dryads, and other normally mercurial fey loyally serve a unicorn when they dwell within its woods. Under a unicornās protection, creatures feel safe from the threat of encroaching civilization and the insidious spread of evil.
A unicorn roams its domain constantly, moving ever so carefully so as not to disturb other denizens. A creature might catch a passing glimpse of the unicorn then suddenly see nothing but the wild woods.
Sacred Horns
A unicornās horn is the focus of its power, a shard of divine magic wrought in spiraling ivory. Wands of unicorn horn channel powerful magic, while unicorn horn weapons strike with divine force.
Wizards can work powdered unicorn horn into potent potions and scroll ink, or use it as a component in eldritch rituals. However, any creature that takes a role, no matter how small, in slaying a unicorn is likely to become the target of divine retribution.
Blessed Mounts
When darkness and evil threaten to overwhelm the mortal world, the gods sometimes see fit to pair a unicorn mount with a champion. A paladin astride a unicorn is a sign of the godsā direct intervention in the affairs of the mortal realm. It is a holy alliance made to cleave the heads from demons and banish devils back to the Nine Hells.
As long as the troubled times of darkness persist, the unicorn stays by the champion, its horn shining brightly to drive back the night. However, if the godsā champion falls from grace or turns from the cause of righteousness and good, the unicorn departs, never to return.
A Unicornās Lair
A unicornās lair might be an ancient ruin overgrown with vines, a misty clearing surrounded by mighty oaks, a flower-covered hilltop alive with butterflies, or some other serene woodland location.
"name": "Unicorn"
"size": "Large"
"type": "celestial"
"alignment": "Lawful Good"
"ac": !!int "12"
"hp": !!int "67"
"hit_dice": "9d10 + 18"
"modifier": !!int "2"
"stats":
- !!int "18"
- !!int "14"
- !!int "15"
- !!int "11"
- !!int "17"
- !!int "16"
"speed": "50 ft."
"damage_immunities": "poison"
"condition_immunities": "charmed, paralyzed, poisoned"
"senses": "darkvision 60 ft., passive Perception 13"
"languages": "Celestial, Elvish, Sylvan, telepathy 60 ft."
"cr": "5"
"traits":
- "desc": "The unicorn's innate spellcasting ability is Charisma (spell save DC\
\ 14). The unicorn can innately cast the following spells, requiring no components:\n\
\n**At will:** detect evil and good, druidcraft, pass without trace\n\n**1/day\
\ each:** calm emotions, dispel evil and good, entangle"
"name": "Innate Spellcasting"
- "desc": "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."
"name": "Charge"
- "desc": "The unicorn has advantage on saving throws against spells and other magical\
\ effects."
"name": "Magic Resistance"
- "desc": "The unicorn's weapon attacks are magical."
"name": "Magic Weapons"
"actions":
- "desc": "The unicorn makes two attacks: one with its hooves and one with its horn."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11\
\ (2d6 + 4) bludgeoning damage."
"name": "Hooves"
- "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8\
\ + 4) piercing damage."
"name": "Horn"
- "desc": "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."
"name": "Healing Touch (3/Day)"
- "desc": "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."
"name": "Teleport (1/Day)"
"regional_effects":
- "desc": "Transformed by the creature's celestial presence, the domain of a unicorn\
\ might include any of the following magical effects:\n\n- Open flames of a\
\ non magical nature are extinguished within the unicorn's domain. Torches and\
\ campfires refuse to burn, but closed lanterns are unaffected. \n- Creatures\
\ native to the unicorn's domain have an easier time hiding; they have advantage\
\ on all Dexterity (Stealth) checks made to hide. \n- When a good-aligned creature\
\ casts a spell or uses a magical effect that causes another good-aligned creature\
\ to regain hit points, the target regains the maximum number of hit points\
\ possible for the spell or effect. \n- Curses affecting any good-aligned creature\
\ are suppressed. \n\nIf the unicorn dies, these effects end immediately."
"name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the unicorn can expend a use to take one of the following actions. The unicorn\
\ regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The unicorn makes one attack with its hooves."
"name": "Hooves"
- "desc": "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."
"name": "Shimmering Shield (Costs 2 Actions)"
- "desc": "The unicorn magically regains 11 (2d8 + 2) hit points."
"name": "Heal Self (Costs 3 Actions)"
"source":
- "MM"
"image": "/3-Mechanics/CLI/bestiary/celestial/token/unicorn.webp"Environment
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