Unicorn
large celestial, lawful good
Defense
Proficiencies & Senses
Traits
Traits
Legendary Resistance
If the monster fails a saving throw, it can choose to succeed instead.
Magic Resistance
The monster has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The monster makes one Hooves attack and one attack.
Hooves
Melee Attack: +7 to hit. reach 5 ft. Hit: 2d6 + 4 bludgeoning damage.
Radiant Horn
Melee Attack: +7 to hit. reach 5 ft. Hit: 1d10 + 4 radiant damage.
Spellcasting
The monster casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability: At Will: Detect Evil and Good, Druidcraft 1/Day Each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall
Detect Evil and Good
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Druidcraft
Whispering to the spirits of nature, you create one of the following effects within range. Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube. Fire Play. You light or snuff out a candle, a torch, or a campfire.
Calm Emotions
Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration. The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal.
Dispel Evil and Good
For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions. Break Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures. Dismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.
Entangle
Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficultterrain. They disappear when the spell ends. Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
Pass without Trace
You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to checks and leave no tracks.
Word of Recall
You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a location, such as a temple, as a sanctuary by casting this spell there.
Charging Horn
The monster moves up to half its Speed without provoking Opportunity, and it makes one attack.
Shimmering Shield
The monster targets itself or one it can see within feet of itself. The target gains, and its AC increases by 2 until the end of the monster's' next turn. The monster can't take this action again until the start of its next turn.
Unicorn's Blessing
The monster touches another creature with its horn and casts Cure Wounds or Lesser Restoration on that creature, using the same spellcasting ability as Spellcasting.
Cure Wounds
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
Lesser Restoration
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.