Black Unicorn (5e Creature)
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Large fiend, chaotic evil
Armor Class 13
Saving Throws Dex +6, Wis +7
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
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 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.
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