Size:
Medium
Type:
Magical Beast
Form:
equine
Temper:
# App:
Lair:
Diet:
herbivore
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: skirmisher
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Healing Touch (3/Day)
The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Action
Hooves
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Action
Horn
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Action
Multiattack
The unicorn makes two attacks: one with its hooves and one with its horn.
Action
Teleport (1/Day)
The 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.
Legendary Action
Heal Self (Costs 3 Actions)
The unicorn magically regains 11 (2d8 + 2) hit points.
Legendary Action
Shimmering Shield (Costs 2 Actions)
The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.
Special
3/day
calm emotions, dispel evil and good, entangle
Special
At will
detect evil and good, druidcraft, pass without trace
Special
Charge
If the 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.
Special
Innate Spellcasting
The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:
Special
Magic Resistance
The unicorn has advantage on saving throws against spells and other magical effects.
Special
Magic Weapons
The unicorn's weapon attacks are magical.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
2 hooves
5 (1d3+2)
Action
gore
8 (1d8+4)
Special (Ex)
Magical Strike
Special (Su)
Wild Empathy (Su)

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Magic Circle|Against Evil
Evil creatures within 20' of this creature must make a Spell save or they cannot attack this creature. Enemies must attempt this save each time they wish to attack this creature.
Special
|Magic Circle|Against Evil
A unicorn's gore attack is treated as a magic good weapon for the purposes of Magical Strike resistances and immunities.
Special
|Magic Circle|Against Evil
Powerful Charge When you make a charge, your attack deals an extra 2d6 damage in addition to the normal benefits and hazards of a charge.
Special
|Magic Circle|Against Evil
This works like the druid's wild empathy class feature, except the unicorn has +4 Wild Empathy bonus on the check.
Action
2 hooves/1 horn
1-8 each
Action
hoof
2 * hoof (1d8)
Action
horn
1 * horn (1d8)
Special
Empathy with maidens
A pure-hearted maiden can communicate with and ride a unicorn.
Special
Teleport
Once per day, up to 360' (including rider).

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Multiattack
Action
Feat 2
Weapon Focus (horn)
Action
Melee 1
gore +8 (1d8+4)
Action
Melee 2
2 hooves +5 (1d3+2)
Special
1/day
cure moderate wounds, greater teleport (within its forest territory), neutralize poison (DC 21)
Special
3/day
cure light wounds
Special
At will
detect evil (as free action), light
Special
Magic Circle against Evil (Su)
This ability continually duplicates the effect of the spell. The unicorn cannot suppress this ability.
Special
Magical Strike (Ex)
A unicorn's gore attack is treated as a magic good weapon for the purposes of damage reduction.
Special
Wild Empathy (Su)
This works like the druid's wild empathy class feature, except the unicorn has a +6 racial bonus on the check. Unicorns with druid levels add this racial modifier to their wild empathy checks.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Circumstance: Trigger: The troll king takes persistent acid or fire damage.
(+2 vs. mental)
Ability
Ghost Touch
A unicorn's Strikes have the effects of a ghost touch property rune.
Ability
Powerful Charge
The unicorn Strides up to double its Speed in a straight line and then makes a horn Strike. If the unicorn moved at least 20 feet, it deals an additional 2d6 damage on a hit.
Ability
Primal Innate Spells
DC 21; 5th tree stride; 3rd heal (x2), neutralize poison; 1st detect alignment (at will, good only); Cantrips (2nd) light
Ability
Wild Empathy
The unicorn has a connection to the creatures of the natural world that allows it to communicate with them. The unicorn can use Diplomacy to Make an Impression on animals and to make very simple Requests of them.
Offense
Melee
Circumstance: combat round (melee)
horn +12 [+7/+2] (good, magical), Damage 1d10+4 piercing plus 1d6 good and ghost touch
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Trait
Fey
Creatures of the First World are called the fey.
Immunity
poison
Language
Common
Sylvan
Perception
darkvision
scent (imprecise) 30 feet
This magnificent beast looks like a white horse, but with a goat's beard and a single long ivory horn on its brow.
5e SRD
Fantastic creatures that appear as elegant horses with a long horn. Unicorns are timid, but proud and wilful.
OSE