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89 lines
3.5 KiB
Markdown
89 lines
3.5 KiB
Markdown
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---
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!MonsterVO
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Type: celestial
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Size: Large
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Alignment: lawful good
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ArmorClass: 12
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HitPoints: 67 (9d10 + 18)
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Speed: 50 ft.
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Strength: 18 (+4)
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Dexterity: 14 (+2)
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Constitution: 15 (+2)
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Intelligence: 11 (+0)
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Wisdom: 17 (+3)
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Charisma: 16 (+3)
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DamageImmunities: poison
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ConditionImmunities: charmed, paralyzed, poisoned
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Senses: darkvision 60 ft., passive Perception 13
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Languages: Celestial, Elvish, Sylvan, telepathy 60 ft.
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Challenge: 5 (1800 XP)
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Id: monsters_vo.md#unicorn
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ParentLink: monsters_vo.md#monsters-npc-and-animals
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Name: Unicorn
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ParentName: Monsters, NPC and Animals
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NameLevel: 1
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AltName: '[Licorne](hd_monsters_licorne.md)'
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---
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> [Monsters, NPC and Animals](srd_monsters.md)
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---
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# Unicorn
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- CEO: [Licorne](hd_monsters_licorne.md)
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- Large celestial, lawful good
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- **Armor Class** 12
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- **Hit Points** 67 (9d10 + 18)
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- **Speed** 50 ft.
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|STR|DEX|CON|INT|WIS|CHA|
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|---|---|---|---|---|---|
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|18 (+4)|14 (+2)|15 (+2)|11 (+0)|17 (+3)|16 (+3)|
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- **Senses** darkvision 60 ft., passive Perception 13
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- **Languages** Celestial, Elvish, Sylvan, telepathy 60 ft.
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- **Challenge** 5 (1800 XP)
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- **Damage Immunities** poison
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- **Condition Immunities** charmed, paralyzed, poisoned
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## Special Features
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**_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.
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**_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:
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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)_
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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)_
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**_Magic Resistance_**. The unicorn has advantage on saving throws against spells and other magical effects.
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**_Magic Weapons_**. The unicorn's weapon attacks are magical.
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## Actions
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**_Multiattack_**. The unicorn makes two attacks: one with its hooves and one with its horn.
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**_Hooves_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
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_Hit_: 11 (2d6 + 4) bludgeoning damage.
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**_Horn_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
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_Hit_: 8 (1d8 + 4) piercing damage.
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**_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.
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**_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.
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## Legendary Actions
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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.
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**_Hooves_**. The unicorn makes one attack with its hooves.
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**_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.
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**_Heal Self (Costs 3 Actions)_**. The unicorn magically regains 11 (2d8 + 2) hit points.
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