SRD5:Unicorn: Difference between revisions
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|xp= <!--Experience points for destroying--> | |xp= <!--Experience points for destroying--> | ||
|canon=true | |canon=true | ||
| | |summary= <!-- 1-2 line unofficial, UNPLAGIRIZED, description --> | ||
|feature1=Charge | |||
|flimit1= | |||
|fdesc1=If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same {{srd5lc|Turn}}, the target takes an extra 9 (2d8) {{srd5lc|Piercing}} damage. If the target is a creature, it must succeed on a {{SRD5|DC}} 15 {{SRD5|Strength}} {{srd5lc|Saving Throw}} or be knocked {{srd5lc|Prone}}. | |||
{{ | |feature2=Innate Spellcasting | ||
|flimit2= | |||
|fdesc2=The unicorn’s innate {{srd5lc|Spellcasting Ability}} is {{SRD5|Charisma}} ({{srd5lc|Spell Save}} DC 14). The unicorn can innately cast the following spells, requiring no components: <br /> | |||
:At will: {{5e Spell Line|Detect Evil and Good, Druidcraft, Pass without Trace}} <br /> | |||
:1/day each: {{5e Spell Line|Calm Emotions, Dispel Evil and Good, Entangle}} | |||
|feature3=Magic Resistance | |||
|flimit3= | |||
|fdesc3=The unicorn has {{srd5lc|Advantage}} on saving throws against spells and other magical effects. | |||
|feature4=Magic Weapons | |||
|flimit4= | |||
|fdesc4=The unicorn's weapon attacks are magical. | |||
| | |action1=Multiattack | ||
| | |alimit1= | ||
The unicorn | |adesc1=The unicorn makes two attacks: one with its hooves and one with its horn. | ||
{{ | |action2=Hooves | ||
|alimit2= | |||
|adesc2=''{{SRD5|Melee Weapon Attack}}:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6+4) {{srd5lc|Bludgeoning}} damage. | |||
|action3=Horn | |||
|alimit3= | |||
|adesc3=''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 8 (1d8+4) {{srd5lc|Piercing}} damage. | |||
{{ | |action4=Healing Touch | ||
|alimit4=3/Day | |||
|adesc4=The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) {{srd5lc|Hit Point}}s. In addition, the touch removes all {{srd5lc|Disease}}s and neutralizes all {{srd5lc|Poison}}s afflicting the target. | |||
|action5=Teleport | |||
|alimit5=1/Day | |||
|adesc5=The unicorn magically {{srd5lc|Teleport}}s 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. | |||
|legend1=Hooves | |||
|lgdlimit1= | |||
|lgddesc1=The unicorn makes one attack with its hooves. | |||
|legend2=Shimmering Shield | |||
|lgdlimit2=Costs 2 Actions | |||
|lgddesc2=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 {{SRD5|AC}} until the end of the unicorn’s next turn. | |||
|legend3=Heal Self | |||
|lgdlimit3=Costs 3 Actions | |||
|lgddesc3=The unicorn magically regains 11 (2d8 + 2) hit points. | |||
|haslair=true<!--blank, true is has lair--> | |||
}} | }} | ||
{{SRD5end}} | |||
{{ | '''Unofficial Description:''' A unicorn appears as a horse (usually white) with one spiraling, straight horn.<ref>[[User: Rlyehable]]</ref> | ||
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<div class="source"> | <div class="source"> | ||
==Sources== | ==Sources and Notes== | ||
* | :* {{Cite Pub|SRD-OGL v5.1}} | ||
:* {{Cite Pub|Monster Manual (5e)}} describes a unicorn's lair (not detailed here). | |||
<references /> | <references /> | ||
{{SRD5 Footer|Monster}} | {{SRD5 Footer|Monster}} | ||
{{5e Monster Data}} | |||
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[[Category:SRD5 Monsters]] | [[Category:SRD5 Monsters]] | ||
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Revision as of 07:33, 4 April 2020
By: Domenichino [Public domain], via Wikimedia Commons
Image is not part of the SRD
| Unicorn | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Large Celestial , Lawful Good | ||||||||||||
| Armor Class: 12 | ||||||||||||
| Hit Points: 67 (9d10+18) | ||||||||||||
| Speed: 50 ft. | ||||||||||||
| ||||||||||||
| Skills: Perception +2 | ||||||||||||
| Damage Immunity: poison | ||||||||||||
| Condition Immune: charmed, paralyzed, poisoned | ||||||||||||
| Senses: darkvision 60 ft., passive perception 13 | ||||||||||||
| Languages: Celestial, Elvish, Sylvan, telepathy 60 ft. | ||||||||||||
| Challenge: 5 (1,800 xp)Proficiency Bonus (PB): +3 | ||||||||||||
FeaturesCharge. 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.
Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects. ActionsMultiattack. The unicorn makes two attacks: one with its hooves and one with its horn. Legendary ActionsThe 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. |
Unofficial Description: A unicorn appears as a horse (usually white) with one spiraling, straight horn.[1]
Sources and Notes
- Wizards RPG Team. SRD-OGL v5.1 (5e) (2015.05.06). Wizards of the Coast.
- Christopher Perkins, et. al.. Monster Manual (5e) (5e) (2014-09-30). Wizards of the Coast. describes a unicorn's lair (not detailed here).
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Monster data +
Unicorn (Sort Text: Unicorn 5e, Size: Large, Type: Celestial, Subtypes: Unicorn, Alignment: Lawful Good, HP: 67, CR: 5, Features: Charge • Innate Spellcasting • Magic Resistance • Magic Weapons • Multiattack • Hooves • Horn • Healing Touch • Teleport, Legendary: Yes, Has Lair: Yes, NPC: No, Canon: Yes, Pointer: No, UA: No, User: No, Sources: SRD-OGL v5.1)
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