HP 85 (9d10 + 36; bloodied 42)
Speed 80 ft.
Proficiency +3; Maneuver DC 16
Damage Immunities poison
Condition Immunities , ,
Senses darkvision 60 ft., passive Perception 15
Languages Celestial, Elvish, Sylvan, telepathy 60 ft.
Good. The unicorn radiates a Good aura.
Innate Spellcasting. The unicorn’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: , , , , (locations within its domain only)
1/day: , , (between locations within its domain only)
Magic Resistance. The unicorn has on against spells and magical effects.
Multiattack. The unicorn attacks once with its hooves and once with its horn.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
Horn. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) radiant damage. If the target is a creature and the unicorn moves at least 20 feet straight towards the target before the attack, the target takes an extra 9 (2d8) bludgeoning damage and makes a DC 16 Strength , falling on a failure.
Grant Boon (3/Day). The unicorn touches a willing creature, including itself, with its horn and grants one of the following boons:
Healing: The creature magically regains 21 (6d6) hit points. It is cured of all , and poisons affecting it are neutralized.
Luck: During the next 24 hours, the creature can roll a d12 and add the result to one ability check, attack roll, or after seeing the result.
Protection: A glowing mote of light orbits the creature’s head. The mote lasts 24 hours. When the creature fails a , it can use its reaction to expend the mote and succeed on the saving throw.
Resolution: The creature is immune to being or for 24 hours.
The unicorn grants a boon, such as Luck or Protection, to itself or an ally before battle. It charges into melee combat and fights with its hooves and horn. When it or an ally is seriously injured, it grants a Healing boon. If brought to the brink of defeat within its domain, it uses Teleport to escape with allies to safety.
Unicorn Domain Features
Each unicorn claims a specific domain, which may be as small as a single glade or as vast as an entire forest. Within its domain, the unicorn reigns supreme. Choose or roll one or more of the following domain features.
- The unicorn is aware when archfey, as well as celestials and fiends of Challenge Rating 14 or lower, try to enter its domain, and it can deny them entry.
- The harmful effects of , , and are suppressed within the domain.
- Wood taken from the domain doesn’t burn, and any tree that takes slashing damage becomes an for 1 minute.
- The unicorn controls the season and can cast at will.
Aelinor, Buckthorn, Floria, Heartwood, Lorenthan, Shadowmane
Legends and Lore
With a Nature or Religion check, characters can learn the following:
DC 10 Unicorns are celestial beings of pure good that protect enchanted forests in the Dreaming and on the Material Plane.
DC 15 The touch of a unicorn’s horn can heal the sick or grant a boon of good luck or protection.
DC 20 Even the inherent goodness of a unicorn can be corrupted. Corrupted unicorns use their magical horns to summon inky shadows.
Those fortunate enough to catch a glimpse of a unicorn describe a majestic white or black horse with a silver horn spiraling from its brow. Resolute champions of good, unicorns are celestial guardians sent by sylvan gods to protect sacred places and ward against evil. A unicorn is aware of all who enter its enchanted forest, and it moves swiftly to wherever it is needed most. Creatures pure of heart feel a supernatural calm in a unicorn’s domain, while those with ill intent find no comfort in such places.
Divine Aid. In times of great need, a unicorn can perform miracles and grant boons. A unicorn’s touch banishes otherworldly evil and heals the sick and wounded. A herald astride a unicorn is proof of divine intervention against forces of evil.
Powerful Reagents. A unicorn’s body is magic made flesh. Its horn, hair, tears, and blood are powerful components for rituals, potions, magical ink, and other enchanted items. A unicorn might sacrifice its body for a noble cause, but those who would slay a unicorn for such power risk divine retribution.
1 Healing an injured animal with its horn; offers to heal travelers as well
2 Appears in the distance and then vanishes; may approach worthy travelers later
3 Bars you from this sacred place; one of your magic items may be a cursed or evil sentient item, or perhaps a character must perform penance before being allowed to enter
4 Seeks allies against the or green dragon that have invaded its domain
5 If you are on a noble quest: it has heard of your mission and wishes to help by granting you a boon, assigning you fey allies, or even by accompanying you itself. If you are not on a noble quest: it invites you to refresh yourself in safety and leave by the next morning
6 If you are on a noble quest, it blesses you and touches its horn to one of your magic items. That item gains a new power: roll on the Lesser Artifact Benefits table chapter. If you are not on a noble quest, it invites you to return when you need the unicorn’s aid
1 An ancient shrine inside a clearing
2 A sense of peace and calm
3 Idyllic clearings blooming with bright flowers; bright-eyed and friendly forest animals
4 A white wood bridge spans a burbling brook
5 A sunlit forest glade with fairy lights flickering overhead
6 Flowering hilltops dancing with butterflies
Unicorns inhabit sacred forests on the Material Plane and beyond its borders.
CR 5–10 ; ; with 1d4 , , , , or
Treasure magic pool (water drunk from the pool acts as a )
CR 11–16 with 3 to 5 , , or ; with 2 or ; 3
Treasure holy paintings in a cave (acts as )
Celestials are creatures native to divine realms or heavens. Celestials have alignments, such as Lawful Good. Most celestials are good, although the servants of evil deities can be evil. Angels are celestials.