Innate Spellcasting. The cornue's innate spellcasting ability is Wisdom (spell save DC 14). The cornue can innately cast the following spells, requiring no components.
Healing Touch (1/Day). The cornue 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 cornue 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 cornue is familiar with, up to 1 mile away.
Multiattack: The Cornue makes two claw or bite attacks. Claw Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 3) piercing damage.
The cornue 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 cornue regains spent legendary actions at the start of its turn. Horn Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 4) piercing damage. Shimmering Shield (Costs 2 Actions): The cornue 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.
A horned tiger of black and clue, adorned with a scaled face plate and a lion's tail. It's eyes glow a fiery blue, the blue stripes luminescent in the moonlight.
Feywild, Forests
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