Unicorn¶
Rules source: Monster Manual (2025) · CR: 5 · Type: Celestial
Combat statistics¶
- Armor Class: 12
- Hit Points: 97 (13d10 + 26)
- Speed: Walk 50 ft.
- Initiative: +8 (18)
- Challenge: 5 (1,800 XP)
- Senses: Darkvision 60 ft., Passive perception 13
- Languages: Celestial, Elvish, Sylvan; telepathy 120 ft.
- Immunities: Poison; Charmed, Paralyzed, Poisoned
- Proficiency Bonus: +3
- Damage resistances: None listed
- Damage vulnerabilities: None listed
- Damage immunities: poison
- Condition immunities: Charmed, Paralyzed, Poisoned
| Ability | Score (modifier) | Saving throw |
|---|---|---|
| STR | 18 (+4) | +4 |
| DEX | 14 (+2) | +2 |
| CON | 15 (+2) | +2 |
| INT | 11 (+0) | +0 |
| WIS | 17 (+3) | +3 |
| CHA | 16 (+3) | +3 |
Revised rules text¶
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):
Legendary actions¶
Legendary Action Uses: 3. Immediately after another creature’s turn, the unicorn can expend a use to take one of the following actions. The unicorn regains all expended uses at the start of each of its turns.
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.
Reference from your core rulebook¶
The links below open the original rulebook pages for the complete printed stat block, including traits, actions, spellcasting, reactions, and usage limits. The printed block is authoritative if searchable text elsewhere on this page differs.
Monster Manual (2025) — PDF page 316¶
Open the original rulebook — PDF page 316 — source PDF is not included in this player reference.
Printed book page: 313.
Referenced in the wiki¶
Subclasses: Wild Magic Sorcery
Sources¶
- Your supplied Monster Manual (2025) — source PDF is not included in this player reference. — verified local reference
- Monster Manual — original reference dataset (legacy source)
- SRD 5.2.1 (external reference) — complete revised rules block
- Structured SRD transcription (external reference) — searchable text; printed block remains authoritative
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