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SRD5:Unicorn

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Unicorn exists in other D&D editions see:

Unicorn (disambiguation).

This material from the 5th edition SRD is published under the OGL and CC-BY

Unicorn
By: Domenichino [Public domain], via Wikimedia Commons
Image is not part of the SRD
Unicorn [SRD5 OGL/CC-BY][1] [2] [3] [4]
Large Celestial (Unicorns), Lawful Good
Armor Class: 12
Hit Points: 67 (9d10+18)
Speed: 50 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3)
Skills: Perception +2
Damage Immunity: poison
Condition Immunity: charmed, paralyzed, poisoned
Senses: darkvision 60 ft., passive Perception 13
Languages: Celestial, Elvish, Sylvan, telepathy 60 ft.
Habitat: Forest
Challenge: 5 (1,800 xp)Proficiency Bonus (PB): +3

Features

Charge. If the unicorn moves at least 20 feet 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 [5]
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 feet 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

The celestial can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The celestial regains spent legendary actions at the start of its turn.

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 feet 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.


End of the SRD5 material

Unofficial Description: A unicorn appears as a horse (usually white) with one spiraling, straight horn.

Unicorn's Lair

[6] A unicorn's lair in serene woodland locations.

Regional Effects

[6] Regional effects:

  • Open flames of a non magical nature are extinguished within the unicorn's domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
  • Creature Stealth
  • Healing from Magic
  • Curses Suppressed

If the unicorn dies, these effects end immediately.


In TherosEdit

Theros
Setting

[7] Unicorns on Theros are closely tied to the mysteries of Nyx, often appear[ing] in the dreams.

Found in AdventuresEdit

List of UnicornsEdit

(3 official and unofficial Unicorns)

Name Type Subtype Size HP CR (XP) Alignment Habitat Source
Forest Master (Individual) Celestial Unicorn Large 105 8 (3,900) Neutral Good Monstrous Compendium (5e)/Vol 2 Dragonlance Creatures
Unicorn Celestial Unicorn Large 67 5 (1,800) Lawful Good Forest SRD5
Fey Unicorn Fey Unicorn Large 61 5 (1,800) Chaotic Good Rlyehable

Sources and NotesEdit

  1. Wizards RPG Team (6 May 2015). SRD-OGL v5.1. (5e) Wizards of the Coast. Licensed: OGL & CC-BY.
  2. also published in Wizards RPG Team (September 2014). Monster Manual. (5e) Wizards of the Coast. ISBN 978-0786965618. p. 293-294.
  3. Note: Habitat is not part of the SRD5.
  4. habitat - Dungeon Master's Guide (5e) p.302-305
  5. Note: Spell not described on this wiki
  6. Monster Manual (5e) p.293-294 (used under 'fair use' clause)
  7. F. Wesley Schneider, James Wyatt (21 July 2020). Mythic Odysseys of Theros. (5e) Wizards of the Coast. ISBN 978-0-7869-6706-3. p. 207. Licensed: © Wizards of the Coast.

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