Image promptunicorn, large celestial horse, luminous ivory coat lit from within, silken flowing mane, single spiraled radiant horn glowing with holy light pushing back the dark, ancient sorrowful eyes, motes of light trailing its hooves, standing in a corrupted half-blighted grove of dead trees, one pocket of pure radiance against creeping shadow, luminous white and silver-blue, warm horn glow, solemn noble pose, dark fantasy, grimdark, painterly digital art, dramatic chiaroscuro lighting, muted desaturated palette with corrupted-crimson accents, weathered post-Cataclysm atmosphere, intricate high detail, cinematic composition

Unicorn

Large Celestial, Lawful Good
CR 5BruteElemental Plane
AC 12
Initiative +8 (18)
HP 97 (13d10 + 26)
Speed 50 ft.
STR
18
+4
save +4
DEX
14
+2
save +2
CON
15
+2
save +2
INT
11
+0
save +0
WIS
17
+3
save +3
CHA
16
+3
save +3
Immunities Poison; Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 13
Languages Celestial, Elvish, Sylvan; telepathy 120 ft.

Traits

Legendary Resistance (3/Day). If the unicorn fails a saving throw, it can choose to succeed instead.

Magic Resistance . The unicorn has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The unicorn makes one Hooves attack and one Radiant Horn attack.

Hooves. Melee Attack Roll: Hit: +7, reach 5 ft. 11 (2d6

  • 4) Bludgeoning damage.

Radiant Horn. Melee Attack Roll: Hit: +7, reach 5 ft. 9 (1d10 + 4) Radiant damage.

Spellcasting. The unicorn casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14): Detect Evil and Good Druidcraft At Will: , Calm Emotions Dispel Evil and Good En- 1/Day Each: , , tangle Pass without Trace Word of Recall , ,

Bonus Actions

Unicorn’s Blessing (3/Day). The unicorn touches an- Cure Wounds other creature with its horn and casts Lesser Restoration or on that creature, using the same spellcasting ability as Spellcasting.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, the unicorn can expend a use to take one of the following actions. The unicorn regains all expended uses at the start of each of its turns.

Charging Horn. The unicorn moves up to half its Speed without provoking Opportunity Attacks, and it makes one Radiant Horn attack.

Shimmering Shield. The unicorn targets itself or one creature it can see within 60 feet of itself. The target gains 10 (3d6) Temporary Hit Points, and its AC increases by 2 until the end of the unicorn’s next turn.

The unicorn can’t take this action again until the start of its next turn. Vampires Vampire Familiar