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Monsters · 5E (2014), совместимо

Unicorn

Единорог

Type
Celestial
Size
Large
Alignment
Lawful Good
AC
12
Hit points
67
Hit point formula
9d10+18
Speed
50 ft
Senses
Darkvision 60 ft, Passive Perception 13
Challenge
5
Immunities
Poison
Condition immunities
Charmed, Paralyzed, Poisoned
Languages
Celestial, Elvish, Sylvan, telepathy 60 ft.
Reference entry

Description

Large Celestial, Lawful Good. CR 5 (1800 XP).

Характеристики

Сила
18
Ловкость
14
Телосложение
15
Интеллект
11
Мудрость
17
Харизма
16

Действия

5

Multiattack

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

Hooves

Attack bonus
7
Damage
2d6+4 дробящий

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

Horn

Attack bonus
7
Damage
1d8+4 колющий

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

Healing Touch

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

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.

Особые черты

4

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.

Legendary actions

3

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.