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AideDeJeu/Data/HD/srd_monsters_unicorn.md

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---
!MonsterVO
Type: celestial
Size: Large
Alignment: lawful good
ArmorClass: 12
HitPoints: 67 (9d10 + 18)
Speed: 50 ft.
Strength: 18 (+4)
Dexterity: 14 (+2)
Constitution: 15 (+2)
Intelligence: 11 (+0)
Wisdom: 17 (+3)
Charisma: 16 (+3)
DamageImmunities: poison
ConditionImmunities: charmed, paralyzed, poisoned
Senses: darkvision 60 ft., passive Perception 13
Languages: Celestial, Elvish, Sylvan, telepathy 60 ft.
Challenge: 5 (1800 XP)
Id: monsters_vo.md#unicorn
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Unicorn
ParentName: Monsters, NPC and Animals
NameLevel: 1
AltName: '[Licorne](hd_monsters_licorne.md)'
---
> [Monsters, NPC and Animals](srd_monsters.md)
---
# Unicorn
- CEO: [Licorne](hd_monsters_licorne.md)
-  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)|
- **Senses** darkvision 60 ft., passive Perception 13
- **Languages** Celestial, Elvish, Sylvan, telepathy 60 ft.
- **Challenge** 5 (1800 XP)
- **Damage Immunities** poison
- **Condition Immunities** charmed, paralyzed, poisoned
## Special 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](srd_spells_detect_evil_and_good.md)_, _[druidcraft](srd_spells_druidcraft.md)_, _[pass without trace](srd_spells_pass_without_trace.md)_
1/day each: _[calm emotions](srd_spells_calm_emotions.md)_, _[dispel evil and good](srd_spells_dispel_evil_and_good.md)_, _[entangle](srd_spells_entangle.md)_
**_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 unicorn 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 unicorn 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.