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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

