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.
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.
Trample. The unicorn attacks a creature with its hooves.
Darkness Aura (1/Day). A 15-foot radius area of magical emanates from the unicorn, spreading around corners and moving with it. Darkvision and natural light can’t penetrate it. If the darkness overlaps with an area of light created by a 2nd-level spell or lower, the spell creating the light is dispelled. The darkness aura lasts for 10 minutes or until the unicorn takes damage. The aura doesn’t hinder the unicorn’s sight.
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.
Using magic to break a unicorn’s will is the villainous aim of some fiends and wicked spellcasters. A corrupted unicorn has lost its connection to its deity or domain. While such a unicorn is not always evil, it follows the commands of its corruptor. A corrupted unicorn often wears a visible sign of subjugation, such as a bit and bridle or golden chains.
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.