Unicorn, Black

Large fey, chaotic evil

Armor Class

13

Hit Points

67 (9d10 + 18)

Speed

50 ft.

Skills

Perception +7, Stealth +6

Damage Immunities

necrotic, poison

Condition Immunities

charmed, paralyzed, poisoned

Senses

darkvision 60 ft.

Languages

Sylvan, Abyssal, Elvish, telepathy 60 ft.

Challenge

5

Charge

If the black 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 black unicorn's innate spellcasting ability is Charisma (spell save DC 15, +6 to hit with spell attacks). The black unicorn can innately cast the following spells, requiring no components. • At will: detect evil and good, pass without trace, poison spray • 1/Day: dispel evil and good, entangle, silence

Magic Resistance

The black unicorn has advantage on saving throws against spells and other magical effects.

Magic Weapons

The black unicorn's attacks are magical.

Actions

Multiattack

The black 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.

Dark Touch (3/Day)

The black unicorn touches another creature with its horn. The target takes 11 (2d8 + 2) necrotic damage.

Teleport (1/Day)

The black 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.

Legendary actions

Hooves attack

Makes one attack with its hooves.

Dark Shroud (Costs 2 Actions)

The black unicorn creates a shimmering, dark shroud around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the black unicorn's next turn.

Heal Self (Costs 3 Actions)

Magically regains 11 (2d8 + 2) hit points.