/home/explore/monsters/unicorn/special abilities
  • Charge

    If the unicorn moves at least 20 ft. 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

    spellcasting:
    ability:

    CHA

    dc:

    14

    spells:
    • Detect Evil and Good

      usage:
      type:

      at will

    • Druidcraft

      usage:
      type:

      at will

    • Pass without Trace

      usage:
      type:

      at will

    • Calm Emotions

      usage:
      times:

      1

      type:

      per day

    • Dispel Evil and Good

      usage:
      times:

      1

      type:

      per day

    • Entangle

      usage:
      times:

      1

      type:

      per day

  • Magic Resistance

    The unicorn has advantage on saving throws against spells and other magical effects.

  • Magic Weapons

    The unicorn's weapon attacks are magical.

© 2020 David Jones · uses the D&D 5th Edition API Database · source