Large Celestial, Lawful Good
Armor Class 12 Initiative +8 (18) Hit Points 97 (13d10 + 26) Speed 50 ft.
Saving Throws Str +4, Dex +2, Con +2, Int +0, Wis +3, Cha +3
Damage Immunities Poison; Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 13
Languages Celestial, Elvish, Sylvan; telepathy 120 ft.
Challenge Rating 5
If the unicorn fails a saving throw, it can choose to succeed instead.
The unicorn has Advantage on saving throws against spells and other magical effects.
The unicorn makes one Hooves attack and one Radiant Horn attack.
Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.
Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d10 + 4) Radiant damage.
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
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 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.
The unicorn moves up to half its Speed without provoking Opportunity Attacks, and it makes one Radiant Horn attack.
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.