Skip to main content

Unicorn

Large Celestial, lawful good

CR 5

1,800 XP

AC: 12
HP: 67 (9d10+18)
Speed: walk 50 ft.
Senses: darkvision 60 ft., passive Perception 13
Languages: Celestial, Elvish, Sylvan, telepathy 60 ft.
STR
18
+4
DEX
14
+2
CON
15
+2
INT
11
+0
WIS
17
+3
CHA
16
+3

Special Abilities

Charge

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 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Innate Spellcasting

The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft, pass without trace
1/day each: calm emotions, dispel evil and good, entangle

Magic Resistance

The unicorn has advantage on saving throws against spells and other magical effects.

Magic Weapons

The unicorn's weapon attacks are magical.

Actions

Multiattack

The unicorn makes two attacks: one with its hooves and one with its horn.

Hooves

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Horn

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Healing Touch (3/Day)

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.

Teleport (1/Day)

The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.

Legendary Actions

Hooves

The unicorn makes one attack with its hooves.

Shimmering Shield (Costs 2 Actions)

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.

Heal Self (Costs 3 Actions)

The unicorn magically regains 11 (2d8 + 2) hit points.

Quick Reference

Challenge: CR 5
Type: Celestial
Size: Large
Alignment: lawful good
Best for a party of 4 at level 8-10

Running This Encounter

The Unicorn is a noble celestial creature best used as a quest-giver, ally, or moral dilemma rather than a straightforward enemy. Its low AC makes it vulnerable, but its magical abilities and healing powers make it a valuable ally if the party can protect it. Consider using unicorns in encounters where the party must defend them from evil forces, negotiate with them for aid, or decide whether to help them against dark pursuers.

Combat Tactics

A unicorn prioritizes healing and support, using its Healing Touch to restore wounded allies to 45 HP per use (3 times daily). In combat, it relies on its powerful Gore attack (dealing 2d8+4 damage) and Hooves attack, using its exceptional speed of 50 feet to kite enemies and maintain distance. It will flee if cornered or heavily damaged, using its speed advantage to escape rather than fight to the death.

Environment & Setting

Unicorns thrive in pristine natural settings such as enchanted forests, sacred glades, flower meadows, and magical clearings untouched by civilization. They avoid corrupted or evil-aligned lands and are rarely found in dungeons or urban environments.

Related Monsters