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AideDeJeu/Data/HD/srd_monsters_unicorn.md
2019-04-14 20:42:13 +02:00

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Family Type Size Alignment ArmorClass HitPoints Speed Strength Dexterity Constitution Intelligence Wisdom Charisma DamageImmunities ConditionImmunities Senses Languages Challenge Id ParentLink Name ParentName NameLevel AltName Attributes AttributesDictionary
MonsterVO celestial Large lawful good 12 67 (9d10 + 18) 50 ft. 18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3) poison charmed, paralyzed, poisoned darkvision 60 ft., passive Perception 13 Celestial, Elvish, Sylvan, telepathy 60 ft. 5 (1800 XP) monsters_vo.md#unicorn monsters_vo.md#monsters-npc-and-animals Unicorn Monsters, NPC and Animals 1 [Licorne](hd_monsters_licorne.md)
Name Markdown AltName Size Type Alignment ArmorClass HitPoints Speed Strength Dexterity Constitution Intelligence Wisdom Charisma Senses Languages Challenge DamageImmunities ConditionImmunities
Unicorn # <!--Name-->Unicorn<!--/Name--> - CEO: <!--AltName-->[Licorne](hd_monsters_licorne.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->celestial<!--/Type-->, <!--Alignment-->lawful good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->67 (9d10 + 18)<!--/HitPoints--> - **Speed** <!--Speed-->50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence-->11 (+0)<!--/Intelligence-->|<!--Wisdom-->17 (+3)<!--/Wisdom-->|<!--Charisma-->16 (+3)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->Celestial, Elvish, Sylvan, telepathy 60 ft.<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->charmed, paralyzed, poisoned<!--/ConditionImmunities--> ## 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. [Licorne](hd_monsters_licorne.md) Large celestial lawful good 12 67 (9d10 + 18) 50 ft. 18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3) darkvision 60 ft., passive Perception 13 Celestial, Elvish, Sylvan, telepathy 60 ft. 5 (1800 XP) poison charmed, paralyzed, poisoned
Name: Unicorn Markdown: >+ # <!--Name-->Unicorn<!--/Name--> - CEO: <!--AltName-->[Licorne](hd_monsters_licorne.md)<!--/AltName--> -  <!--Size-->Large<!--/Size--> <!--Type-->celestial<!--/Type-->, <!--Alignment-->lawful good<!--/Alignment--> - **Armor Class** <!--ArmorClass-->12<!--/ArmorClass--> - **Hit Points** <!--HitPoints-->67 (9d10 + 18)<!--/HitPoints--> - **Speed** <!--Speed-->50 ft.<!--/Speed--> |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |<!--Strength-->18 (+4)<!--/Strength-->|<!--Dexterity-->14 (+2)<!--/Dexterity-->|<!--Constitution-->15 (+2)<!--/Constitution-->|<!--Intelligence-->11 (+0)<!--/Intelligence-->|<!--Wisdom-->17 (+3)<!--/Wisdom-->|<!--Charisma-->16 (+3)<!--/Charisma-->| - **Senses** <!--Senses-->darkvision 60 ft., passive Perception 13<!--/Senses--> - **Languages** <!--Languages-->Celestial, Elvish, Sylvan, telepathy 60 ft.<!--/Languages--> - **Challenge** <!--Challenge-->5 (1800 XP)<!--/Challenge--> - **Damage Immunities** <!--DamageImmunities-->poison<!--/DamageImmunities--> - **Condition Immunities** <!--ConditionImmunities-->charmed, paralyzed, poisoned<!--/ConditionImmunities--> ## 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. AltName: '[Licorne](hd_monsters_licorne.md)' Size: Large Type: celestial 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) Senses: darkvision 60 ft., passive Perception 13 Languages: Celestial, Elvish, Sylvan, telepathy 60 ft. Challenge: 5 (1800 XP) DamageImmunities: poison ConditionImmunities: charmed, paralyzed, poisoned

 Monsters, NPC and Animals


Unicorn

  • CEO: Licorne
  •  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, 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 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.