
Unicorn
Large celestial · CR 5 · 1,800 XP
12 AC · 97 HP
Roll the Unicorn
Press a roll button. The dice land here.
Stat block
- Type
- Large celestial, lawful good
- Armor Class
- 12
- Hit Points
- 97 (13d10 + 26)
- Speed
- 50 ft.
- Challenge
- 5 (1,800 XP), proficiency +3
- Immunities
- poison
- Condition immunities
- Charmed, Paralyzed, Poisoned
- Senses
- darkvision 60 ft., passive perception 13
- Languages
- Celestial, Elvish, Sylvan; telepathy 120 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 | 14 | 15 | 11 | 17 | 16 |
Unicorn odds against your Armor Class
Chance to hit, then average damage per attack once misses and critical hits are counted.
| Attack | AC 12 | AC 14 | AC 15 | AC 16 | AC 18 | AC 20 |
|---|---|---|---|---|---|---|
| Hooves (+7) | 80% 9.2 dmg | 70% 8 dmg | 65% 7.5 dmg | 60% 7 dmg | 50% 5.9 dmg | 40% 4.8 dmg |
| Radiant Horn (+7) | 80% 7.9 dmg | 70% 6.9 dmg | 65% 6.5 dmg | 60% 6 dmg | 50% 5 dmg | 40% 4.1 dmg |
| Full turn (2 attacks) | 17 dmg | 15 dmg | 14 dmg | 12.9 dmg | 10.9 dmg | 8.8 dmg |
Unicorn hit points
The stat block uses the average, 97. Rolled, 13d10 + 26 lands anywhere from 39 to 156.
| Hit points | Chance |
|---|---|
| 68 or more | >99% |
| 98 or more | 50% |
| 127 or more | <1% |
| 144 or more | <1% |
Traits
Legendary Resistance. 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 () Bludgeoning damage.
Radiant Horn. Melee Attack Roll: +7, reach 5 ft. Hit: 9 () 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
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 () 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.
Other CR 5 monsters
Air Elemental
Barbed Devil
Bulette
Earth Elemental
Fire Elemental
Flesh Golem
Giant Crocodile
Giant Shark
Gladiator
Gorgon
Half-Dragon
Hill Giant
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.