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Unicorn CR: 3

Medium pony,
Armor Class: 14
Hit Points: 32
Speed: 30 ft

STR

10 +0

DEX

12 +1

CON

14 +2

INT

16 +3

WIS

13 +1

CHA

15 +2

Saving Throws: Intelligence +5, Charisma +4
Skills: Arcana +5, History +5, Perception +3
Languages: Equestrian and one additional
Challenge Rating: 3
Proficiency Bonus: + 2

Spellcasting. The Unicorn Mage is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks).

At will: Light, Apprentice's Telekinesis, Fire Bolt

2/day: 2nd level (2 slots): Spider Climb, Misty Step

3/day: 1st level (3 slots): Mage Armor, Magic Missile, Shield (can only be used twice, adds +2 to AC)

Actions

Horn Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 piercing damage.   Hoof Strike. Melee Weapon attack +5 to hit, reach 5ft., one target. Hit: 1d6 + 3 bludgeoning damage   Telekinetic Strike. The Unicorn Mage can use its telekinesis to attack with a nearby weapon, adding its Intelligence modifier to attack rolls. Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: Damage based on the weapon.   Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 1d10 fire damage.  

Reactions

Arcane Shield (2 uses). When the Unicorn Mage is hit by an attack, it can cast Shield as a reaction to gain +2 AC until the start of its next turn. After using this feature twice, it cannot use it again until it finishes a long rest.  


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