Unicorn, Red

Large fey, chaotic evil

Armor Class

12

Hit Points

52 (7d10 + 14)

Speed

50 ft.

Skills

Perception +6

Damage Immunities

fire

Senses

darkvision 60 ft.

Languages

Sylvan, Abyssal

Challenge

4

Charge

If the red 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.

Heated Body

A creature that touches the red unicorn or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Illumination

The red unicorn sheds bright light in a 10- foot radius and dim light for an additional 10 feet.

Innate Spellcasting

The red unicorn's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The red unicorn can innately cast the following spells, requiring no components. • At will: fire bolt (from its horn) • 1/Day: blink, darkness, flaming sphere

Magic Resistance

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

Actions

Multiattack

The black unicorn makes two attacks: one with its hooves and one with its horn.

Hooves

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 2 (1d4) fire damage.

Horn

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 2 (1d4) fire damage.