5e:Elidon

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D&D 5e (2014) Varied ʰ 
TWBtW, SRD5


Elidon (Individual) [1]

Lineage: Unicorn, Flying Unicorn
Gender: Male
Class:
CR: 5, 1/8 ()
Alignment: Lawful Good, Unaligned
Affiliations: Hourglass Coven, Skabatha Nightshade, Lamorna
Tags: Celestial, Construct, Flying Rocking Horse, Unicorn


A unicorn named Elidon, who was captured, had his horn stolen, and transformed into a rocking horse by the Hourglass Coven.

Unicorn Form

Elidon (Individual) [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 Immune: 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
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.


Flying Rocking Horse Form

Elidon (Individual) [1]
Medium Construct , Unaligned
Armor Class: 15 (natural armor)
Hit Points: 22 (4d8+4)
Speed: 0 ft., flying 40 ft. (only while mounted, hover
Str Dex Con Int Wis Cha
10 (+0) 10 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)
Damage Immunity: poison, psychic
Condition Immune: blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned
Senses: blindsight 60 ft. (blind beyond this radius), passive perception 6
Languages:
Challenge: 1/8 (25 xp)Proficiency Bonus (PB): +2

Features

False Appearance. [5] If the rocking horse is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the rocking horse move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the rocking horse is animate.

Magic Mount. The rocking horse can serve as a mount for a Medium or smaller creature and can fly only while mounted.

Unusual Nature. The rocking horse doesn’t require air, food, drink, or sleep, and it regains no hit points or Hit Dice at the end of a long rest. 

Actions

Head Butt. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.



Found in Adventures


Sources and Notes

  1. Stacey Allan, et. al.. The Wild Beyond the Witchlight (5e 2014) (2021-09-21). Wizards of the Coast. ISBN 9780786967278. p. 6, 99, 111-113, 121-122. Licensed: © Wizards of the Coast. Cite error: Invalid <ref> tag; name "twbtw" defined multiple times with different content 1.0 1.1 1.2
  2. The statblock is the Unicorn from the SRD5 (licensed: OGL & CC-BY) (also published in Monster Manual (5e) p.293-294)
  3. Note: Habitat is not part of the SRD5.
  4. habitat - Dungeon Master's Guide (5e) p.302-305
  5. Trait matches the trait of the same name in the 5th ed. SRD. - Wizards RPG Team. SRD-OGL v5.1 (5e 2014) (2015.05.06). Wizards of the Coast. Licensed: OGL.

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Monster data +

Elidon (Sort Text: Elidon 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: Yes, Canon: Yes, Pointer: No, UA: No, User: No, Sources: Varied TWBtW SRD5), Elidon (Sort Text: Elidon AA Individual 5e, Type: Individual, Subtypes: Celestial Construct Flying Rocking Horse Unicorn, NPC: No, Canon: Yes, Pointer: No, UA: No, User: No, Sources: Varied TWBtW SRD5)

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