Unicorn · CR 5
Type: Celestial · Size: Large · Grade: Medium (capacity 100 MP) Harvest check: Medicine, Survival or a fitting tool · see Harvesting Creatures
Harvest
Loading tool …
Specific parts
| Part | Classification | Grade | Capacity | Check | Load · portions | Drawback damage | Ruin damage |
|---|---|---|---|---|---|---|---|
| Horn | Creature Part, Trophy, Unique | Supreme | 10,000 | Medicine or Survival 25 | medium · 1 | Bludgeoning, Force, Thunder | – |
| Unicorn Divine Heart | Unique | Medium | 100 | Medicine or Survival 15 | light · 1 | Necrotic, Piercing, Poison | – |
| Unicorn Mane | Fiber, Trophy | Medium | 100 | Medicine or Survival 15 | medium · 1 | Lightning, Necrotic, Slashing | Acid, Fire |
| Unicorn Tail | Fiber, Trophy | Medium | 100 | Medicine or Survival 15 | medium · 1 | Lightning, Necrotic, Slashing | Acid, Fire |
Drawback damage: +5 DC for each listed type the creature took during the fight. Ruin damage: the part is ruined if the creature took any listed type. See Damage to parts.
Trait parts
Grade = the creature’s grade (Medium), DC 15.
- Detoxin – from Poison
- Night Eyes – from Darkvision
- Mindreach Matter – from Telepathy
- Blood Arcanum – from Innate Spellcasting
- Barium Sanguine – from Magic Resistance
Part descriptions
Horn
A unicorn’s spiralled horn – the very image of goodness, purity and light.
Use: break it (action, destroyed) to cast dispel evil and good (DC 14) in a searing flash. You also make a DC 14 Wisdom save (disadvantage if you are evil); on a failure you take 2d8 radiant and your hit point maximum drops by that much until a long rest.
Unicorn Divine Heart
A heart that holds a unicorn’s pure spirit.
Use: once a day, hold it to regain hit points equal to your level – then make a DC 15 Constitution save or gain 1 exhaustion. Or whisper a prayer while holding it (action): cast cure wounds at 2nd level on yourself or a creature within 5 feet, and the heart burns up in radiance.
Harvesting a holy creature may well bring a curse – the GM decides.
Statblock
Unicorn – SRD 5.2
Large Celestial, Lawful Good
AC 12 · HP 97 (13d10 + 26) · Speed 50 ft.
Score Save Score Save STR 18 (+4) +4 INT 11 (+0) +0 DEX 14 (+2) +2 WIS 17 (+3) +3 CON 15 (+2) +2 CHA 16 (+3) +3 Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 13
Languages Celestial, Elvish, Sylvan; telepathy 120 ft.
CR 5 (XP 1,800; PB +3)
Traits
Legendary Resistance (3/Day). If the unicorn fails a saving throw, it can choose to succeed instead.
Magic Resistance. The unicorn has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The unicorn makes one Hooves attack and one Radiant Horn attack.
Hooves. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.
Radiant Horn. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d10 + 4) Radiant damage.
Spellcasting. The unicorn casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14): At will: Detect Evil and Good, Druidcraft · 1/Day each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall
Legendary Actions
Charging Horn. The unicorn moves up to half its Speed without provoking Opportunity Attacks, and it makes one Radiant Horn attack.
Shimmering Shield. The unicorn targets itself or one creature it can see within 60 feet of itself. The target gains 10 (3d6) Temporary Hit Points, and its AC increases by 2 until the end of the unicorn’s next turn. The unicorn can’t take this action again until the start of its next turn.
Statblock from the System Reference Document 5.2 (CC-BY 4.0). See Credits and License.
Based on Nord Games – Foraging, Harvesting (p. 132); SRD 5.1 (size) – part descriptions rewritten in our own words.