MULTIATTACK: THE UNICORN MAKES TWO ATTACKS: ONE WITH ITS HOOVES AND ONE WITH ITS HORN. HOOVES: MELEE WEAPON ATTACK: +7 TO HIT, REACH 5FT, ONE TARGET. HIT: 11 (2D6+4) BLUDGEONING DAMAGE. HORN: MELEE WEAPON ATTACK: +7 TO HIT, REACH 5FT, 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.
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.
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