- 5 (1,800 XP)
Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons. The unicorn’s weapon attacks are magical.
Maneuvers. The unicorn uses maneuvers (maneuver save DC 15). It has 7 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice (rounded up) when it finishes a short rest, and knows the following maneuvers:
Spellcasting. The unicorn is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest, and knows the following spells:
Cantrips (at will): druidcraft
Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.
Hooves. Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 11 (2d6 + 4) bludgeoning damage.
Horn. Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 8 (1d8 + 4) piercing damage.
Teleport (1/long rest). The unicorn magically teleports itself and up to three willing creatures it can see within 1.5 meters of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1.6 kilometers away.
The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The unicorn regains spent legendary actions at the start of its turn.
Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) health.
Hooves. The unicorn makes one attack with its hooves.
Shimmering Shield (Costs 2 Actions). The unicorn creates a shimmering, magical field around itself or another creature it can see within 18 meters of it. The target gains a +2 bonus to Defense until the end of the unicorn’s next turn.