Large fiend, chaotic evil
Armor Class 13
Hit Points 67 (9d10 + 18)
Speed 50 ft.
Saving Throws Dex +6, Wis +7
Skills Stealth +6
Proficiency Bonus +3
Damage Vulnerabilities radiant
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities charmed, paralyzed, poisoned
Senses darkvision 120 ft., passive Perception 14
Languages Abyssal, Common, Infernal
Challenge 6 (2,300 XP)
Charge. If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:
At will: detect evil and good, druidcraft, pass without trace
1/day each: calm emotions, dispel evil and good, entangle
Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons. The unicorn's weapon attacks are magical.
Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
|"Black Unicorn" by Bradly Van Camp
||The creature you initially mistook for a horse suddenly changes before your eyes. In its place stands a coal-black equine with cunning red eyes and powerful-looking hooves. Its tail lashes back and forth as it paws the ground, and a 2-foot-long horn the color of old bone that grows from the center of its forehead is lowered in preparation for a charge.
Black unicorns are believed to be the offspring of nightmares and captured unicorns. They have a love of combat and inflicting pain and terror on their foes, and are prized as mounts by evil beings, especially blackguards and evil clerics. They are intelligent and can speak several languages. Occasionally they will serve neutral-aligned creatures for evil purposes, but will never willingly serve a good-aligned creature unless they plan to betray the creature later.
Black unicorns are not tied to a particular area as most normal unicorns are, but prefer a more nomadic existence. They especially enjoy traveling in wastelands or areas that have been devastated by disaster or war. When traveling alone, most black unicorns disguise themselves as normal horses, or even white unicorns in order to fool the unwary. While black unicorns can feed as most equines do, black unicorns prefer to eat fresh meat, preferably from a creature they terrified before killing.