Unicorn

Source: SRD / Basic Rules

title: Unicorn
![](https://raw.githubusercontent.com/5etools-mirror-2/5etools-img/main/bestiary/tokens/MM/Unicorn.webp#token)
*Large celestial, 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)|
 
- **Proficiency Bonus** +3
- **Saving Throws** ⏤
- **Skills** ⏤
- **Senses** darkvision 60 ft., passive Perception 13
- **Damage Immunities** poison
- **Condition Immunities** [charmed](rules/conditions.md#charmed), [paralyzed](rules/conditions.md#paralyzed), [poisoned](rules/conditions.md#poisoned)
- **Languages** Celestial, Elvish, Sylvan, telepathy 60 ft.
- **Challenge** 5
 
## Traits
 
***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](rules/conditions.md#prone).
 
***Magic Resistance.*** The unicorn has advantage on saving throws against spells and other magical effects.
 
***Magic Weapons.*** The unicorn's weapon attacks are magical.
 
***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](compendium/spells/detect-evil-and-good.md), [druidcraft](compendium/spells/druidcraft.md), [pass without trace](compendium/spells/pass-without-trace.md)
 
**1/day each**: [calm emotions](compendium/spells/calm-emotions.md), [dispel evil and good](compendium/spells/dispel-evil-and-good.md), [entangle](compendium/spells/entangle.md)
 
## 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
 
***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.

Environment

forest