Unicorn [1/2]Celestial · CR 5
Unicorn [1/2]Large Celestial, Lawful Good
STR+418
DEX+214
CON+215
INT+011
WIS+317
CHA+316
AC12
HP97
CR5
SPD50 ft.

TRAITS

Legendary Resistance (3/Day)If the unicorn fails a saving throw, it can choose to succeed instead.

Magic ResistanceThe unicorn has Advantage on saving throws against spells and other magical effects.

ACTIONS

MultiattackThe unicorn makes one Hooves attack and one Radiant Horn attack.

Unicorn [2/2]Celestial · CR 5
Unicorn [2/2]Large Celestial, Lawful Good

ACTIONS (cont.)

HoovesMelee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.

Radiant HornMelee Attack Roll: +7, reach 5 ft. Hit: 9 (1d10 + 4) Radiant damage.

BONUS ACTIONS

Unicorn’s Blessing (3/Day)The unicorn touches another creature with its horn and casts Cure Wounds or Lesser Restoration on that creature, using the same spellcasting ability as Spellcasting.

LEGENDARY ACTIONS

Legendary Action Uses: 3Immediately after another creature’s turn, the unicorn can expend a use to take one of the following actions. The unicorn regains all expended uses at the start of each of its turns.

Charging HornThe unicorn moves up to half its Speed without provoking Opportunity Attacks, and it makes one Radiant Horn attack.

Shimmering ShieldThe unicorn targets itself or one creature it can see within 60 feet of itself. The target gains 10 (3d6) 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.

Unicorn [1/3]Large Celestial, Lawful Good
CR5
12Armor Class
97Hit Points
50 ft.Speed
STR18+4
DEX14+2
CON15+2
INT11+0
WIS17+3
CHA16+3

Initiative. +8

Senses. Darkvision 60 ft.; Passive Perception 13

Immunities. Poison; Charmed, Paralyzed, Poisoned

Languages. Celestial, Elvish, Sylvan; telepathy 120 ft.

Traits

Legendary Resistance (3/Day). 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 (2d6 + 4)

SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Celestial
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Unicorn [2/3]Large Celestial, Lawful Good
CR5
12Armor Class
97Hit Points
50 ft.Speed
STR18+4
DEX14+2
CON15+2
INT11+0
WIS17+3
CHA16+3

Actions (cont.)

Bludgeoning damage.

Radiant Horn. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d10 + 4) 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): At Will: Detect Evil and Good, Druidcraft 1/Day Each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall

Bonus Actions

Unicorn’s Blessing (3/Day). The unicorn touches another creature with its horn and casts Cure Wounds or Lesser Restoration on that creature, using the same spellcasting ability as Spellcasting.

SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Celestial
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Unicorn [3/3]Large Celestial, Lawful Good
CR5
12Armor Class
97Hit Points
50 ft.Speed
STR18+4
DEX14+2
CON15+2
INT11+0
WIS17+3
CHA16+3

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, the unicorn can expend a use to take one of the following actions. The unicorn regains all expended uses at the start of each of its turns.

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 (3d6) 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.

SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Celestial
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com

A tent card folds in half: the name faces the players, the stat block faces you. This stat block is long: it continues on a second tent card instead of being truncated. Print both.

This stat block is long: it spans 3 cards instead of being truncated. Print them all.

Pick “Save as PDF” as the destination in the print dialog.

Unicorn — printable monster card

Large Celestial, Lawful Good

  • CR 5
  • Celestial
  • Large

Full stat block

Armor Class
12
Hit Points
97
Initiative
+8
Speed
50 ft.
Senses
Darkvision 60 ft.; Passive Perception 13
Immunities
Poison; Charmed, Paralyzed, Poisoned
Languages
Celestial, Elvish, Sylvan; telepathy 120 ft.
Challenge Rating
5 (1,800 XP)
Proficiency bonus
+3
Ability scores
STR DEX CON INT WIS CHA
18 +4 14 +2 15 +2 11 +0 17 +3 16 +3

Traits

Legendary Resistance (3/Day). 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 (2d6 + 4) Bludgeoning damage.

Radiant Horn. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d10 + 4) 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): At Will: Detect Evil and Good, Druidcraft 1/Day Each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall

Bonus Actions

Unicorn’s Blessing (3/Day). The unicorn touches another creature with its horn and casts Cure Wounds or Lesser Restoration on that creature, using the same spellcasting ability as Spellcasting.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, the unicorn can expend a use to take one of the following actions. The unicorn regains all expended uses at the start of each of its turns.

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 (3d6) 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.

See also