13
67 (9d10 + 18)
50 ft.
Perception +7, Stealth +6
necrotic, poison
charmed, paralyzed, poisoned
darkvision 60 ft.
Sylvan, Abyssal, Elvish, telepathy 60 ft.
5
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.
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
The black unicorn has advantage on saving throws against spells and other magical effects.
The black unicorn's attacks are magical.
The black unicorn makes two attacks: one with its hooves and one with its horn.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
The black unicorn touches another creature with its horn. The target takes 11 (2d8 + 2) necrotic damage.
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.
Makes one attack with its hooves.
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.
Magically regains 11 (2d8 + 2) hit points.