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Languages	   Celestial,	   Elvish,	   Sylvan,	   telepathy	   60	   ft.	     Shimmering	   Shield	   (Costs	   2	   Actions).	   The	   unicorn	   
             Challenge	   5	   (1,800	   XP)	                        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	   
             Charge.	   If	   the	   unicorn	   moves	   at	   least	   20	   feet	   straight	     unicorn’s	   next	   turn.	   
             toward	   a	   target	   and	   then	   hits	   it	   with	   a	   horn	   attack	   on	     Heal	   Self	   (Costs	   3	   Actions).	   The	   unicorn	   magically	   
             the	   same	   turn,	   the	   target	   takes	   an	   extra	   9	   (2d8)	   
             piercing	   damage.	   If	   the	   target	   is	   a	   creature,	   it	   must	     regains	   11	   (2d8	   +	   2)	   hit	   points.	   
             succeed	   on	   a	   DC	   15	   Strength	   saving	   throw	   or	   be	     	   
             knocked	   prone.	   
             Innate	   Spellcasting.	   The	   unicorn’s	   innate	   spellcasting	     Monsters (V)
             ability	   is	   Charisma	   (spell	   save	   DC	   14).	   The	   unicorn	   can	     	   
             innately	   cast	   the	   following	   spells,	   requiring	   no	   
             components:	                                          Vampires
             At	   will:	   detect	   evil	   and	   good,	   druidcraft,	   pass	   without	     Vampire	   
              trace	                                               Medium	   undead	   (shapechanger),	   lawful	   evil	   
             1/day	   each:	   calm	   emotions,	   dispel	   evil	   and	   good,	   
              entangle	                                            Armor	   Class	   16	   (natural	   armor)	   
             Magic	   Resistance.	   The	   unicorn	   has	   advantage	   on	     Hit	   Points	   144	   (17d8	   +	   68)	   
             saving	   throws	   against	   spells	   and	   other	   magical	   effects.	     Speed	   30	   ft.	   
             Magic	   Weapons.	   The	   unicorn’s	   weapon	   attacks	   are	     	     STR	     DEX	     CON	     INT	     WIS	     CHA	   
             magical.	   
                                                                   	    18	   (+4)	    18	   (+4)	    18	   (+4)	    17	   (+3)	    15	   (+2)	    18	   (+4)	   
             Actions	   
                                                                   Saving	   Throws	   Dex	   +9,	   Wis	   +7,	   Cha	   +9	   
             Multiattack.	   The	   unicorn	   makes	   two	   attacks:	   one	   with	     Skills	   Perception	   +7,	   Stealth	   +9	   
             its	   hooves	   and	   one	   with	   its	   horn.	   
                                                                   Damage	   Resistances	   necrotic;	   bludgeoning,	   piercing,	   
             Hooves.	   Melee	   Weapon	   Attack:	   +7	   to	   hit,	   reach	   5	   ft.,	     and	   slashing	   from	   nonmagical	   attacks	   
             one	   target.	   Hit:	   11	   (2d6	   +	   4)	   bludgeoning	   damage.	     Senses	   darkvision	   120	   ft.,	   passive	   Perception	   17	   
             Horn.	   Melee	   Weapon	   Attack:	   +7	   to	   hit,	   reach	   5	   ft.,	   one	   
             target.	   Hit:	   8	   (1d8	   +	   4)	   piercing	   damage.	     Languages	   the	   languages	   it	   knew	   in	   life	   
                                                                   Challenge	   13	   (10,000	   XP)	   
             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	     Shapechanger.	   If	   the	   vampire	   isn’t	   in	   sunlight	   or	   
             diseases	   and	   neutralizes	   all	   poisons	   afflicting	   the	   target.	     running	   water,	   it	   can	   use	   its	   action	   to	   polymorph	   into	   a	   
             Teleport	   (1/Day).	   The	   unicorn	   magically	   teleports	   itself	     Tiny	   bat	   or	   a	   Medium	   cloud	   of	   mist,	   or	   back	   into	   its	   
             and	   up	   to	   three	   willing	   creatures	   it	   can	   see	   within	   5	     true	   form.	   
             feet	   of	   it,	   along	   with	   any	   equipment	   they	   are	   wearing	     	    While	   in	   bat	   form,	   the	   vampire	   can’t	   speak,	   its	   
             or	   carrying,	   to	   a	   location	   the	   unicorn	   is	   familiar	   with,	   up	     walking	   speed	   is	   5	   feet,	   and	   it	   has	   a	   flying	   speed	   of	   30	   
             to	   1	   mile	   away.	                             feet.	   Its	   statistics,	   other	   than	   its	   size	   and	   speed,	   are	   
                                                                   unchanged.	   Anything	   it	   is	   wearing	   transforms	   with	   it,	   
             Legendary	   Actions	                                 but	   nothing	   it	   is	   carrying	   does.	   It	   reverts	   to	   its	   true	   
                                                                   form	   if	   it	   dies.	   
             The	   unicorn	   can	   take	   3	   legendary	   actions,	   choosing	     	    While	   in	   mist	   form,	   the	   vampire	   can’t	   take	   any	   
             from	   the	   options	   below.	   Only	   one	   legendary	   action	     actions,	   speak,	   or	   manipulate	   objects.	   It	   is	   weightless,	   
             option	   can	   be	   used	   at	   a	   time	   and	   only	   at	   the	   end	   of	     has	   a	   flying	   speed	   of	   20	   feet,	   can	   hover,	   and	   can	   enter	   
             another	   creature’s	   turn.	   The	   unicorn	   regains	   spent	     a	   hostile	   creature’s	   space	   and	   stop	   there.	   In	   addition,	   if	   
             legendary	   actions	   at	   the	   start	   of	   its	   turn.	   
                                                                   air	   can	   pass	   through	   a	   space,	   the	   mist	   can	   do	   so	   
             Hooves.	   The	   unicorn	   makes	   one	   attack	   with	   its	   hooves.	     without	   squeezing,	   and	   it	   can’t	   pass	   through	   water.	   It	   
                                                                   has	   advantage	   on	   Strength,	   Dexterity,	   and	   Constitution	   







             Not	   for	   resale.	   Permission	   granted	   to	   print	   or	   photocopy	   this	   document	   for	   personal	   use	   only.	   	     System	   Reference	   Document	   5.1	       352	   
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