Celestial Unicorn
“Unleash Healing Light: Meet the Celestial Unicorn, Guardian of Divine Wonders!”
Appearance: The Celestial Unicorn stands as a beacon of divine beauty, its pristine coat shimmering with pearlescent hues that reflect the light of the heavens. A majestic horn spirals from its noble brow, radiating a soft, ethereal glow. Its mane and tail cascade like flowing silk, each strand aglow with celestial energy.
Behavior: Gentle and serene, the Celestial Unicorn embodies purity and grace in its every movement. It roams through sacred groves and sunlit meadows, its presence bringing tranquility and solace to all who behold it. Despite its immense power, it is gentle and compassionate, often appearing in times of need to offer aid and guidance to those who are pure of heart.
Habitat: The Celestial Unicorn dwells in the most sacred and pristine corners of the world, favoring places touched by divine magic and untouched by the taint of darkness. It can often be found in enchanted forests, sun-dappled glades, and hidden valleys where the boundaries between the mortal realm and the celestial planes are thin.
Modus Operandi: As a celestial being, the Celestial Unicorn’s modus operandi revolves around spreading light, healing, and hope. It uses its magical horn to channel divine energy, bestowing blessings of rejuvenation and restoration upon those in need. Whether it’s aiding weary travelers, healing the sick and wounded, or protecting the innocent from harm, the Celestial Unicorn acts as a beacon of compassion and goodwill.
Motivation: Driven by an innate desire to uphold goodness and purity, the Celestial Unicorn’s motivation lies in serving as a guardian of divine ideals. It seeks to counterbalance the darkness and corruption that threaten the world, using its powers to inspire hope, foster kindness, and defend the innocent. In doing so, it strives to bring about harmony and balance in the mortal realm, embodying the virtues of compassion, courage, and righteousness.
Celestial Unicorn 5e
Celestial Unicorn Pathfinder
Celestial Unicorn
Large celestial, lawful good
Armor Class: 17 (natural armor)
Hit Points: 95 (10d10 + 40)
Speed: 50 ft.
Saving Throws: Dex +7, Con +8, Wis +9, Cha +9
Skills: Perception +9, Persuasion +9
Damage Resistances: radiant
Damage Immunities: necrotic, poison
Condition Immunities: charmed, frightened, poisoned
Senses: darkvision 60 ft., passive Perception 19
Languages: Celestial, understands Common but can’t speak it
Challenge: 7 (2,900 XP)
Magic Resistance. The celestial unicorn has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The celestial unicorn’s spellcasting ability is Charisma (spell save DC 17). The celestial unicorn can innately cast the following spells, requiring no material components:
- At will: detect evil and good, detect magic, guidance, heal, lesser restoration
- 3/day each: cure wounds, greater restoration, lesser restoration
Healing Touch. The celestial unicorn can use its action to magically heal a creature it can see within 5 feet of it. The target regains 14 (4d6 + 5) hit points.
Actions
Multiattack. The celestial unicorn makes two attacks: one with its hooves and one with its horn.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) radiant damage.
Teleport (Recharge 5-6). The celestial unicorn magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Legendary Actions
The celestial unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The celestial unicorn regains spent legendary actions at the start of its turn.
Hooves Attack. The celestial unicorn makes one hooves attack.
Healing Burst (Costs 2 Actions). The celestial unicorn releases a burst of healing energy in a 20-foot radius. Each creature of its choice within the radius regains 7 (2d6) hit points.
Cast Spell (Costs 3 Actions). The celestial unicorn casts one of its innate spells.
Celestial Advanced Unicorn CR 4 |
XP 1200 CG Large magical beast Init +5; Senses Darkvision 60 ft., Low-Light Vision, Scent; Perception +12 Aura magic circle against evil |
DEFENSE |
AC 19, touch 14, flat-footed 14 (+5 Dexterity, +5 natural, -1 size +2 deflection vs. evil) hp 42 (4d10+20) Fort +9, Ref +9, Will +8; +2 resistance vs. evil Immune charm, compulsion, poison; Resist acid 5, cold 5, electricity 5; SR 8; |
OFFENSE |
Speed 60 ft. Melee gore +10 (1d8+6), 2 hooves +7 (1d3+4) Space 10 ft. Reach 5 ft. Special Attacks powerful charge (gore, 2d8+8); Smite Evil 1/day (swift action, +Charisma bonus to attack, +HD bonus to damage; persists until target dead or creature rests). Spell-Like Abilities (CL 9th) At will-detect evil (as free action), light 3/day-cure light wounds 1/day-cure moderate wounds , greater teleport (within its forest territory), neutralize poison (DC 23) |
STATISTICS |
Strength 22, Dexterity 21, Constitution 20, Intelligence 15, Wisdom 25, Charisma 28; Base Atk +4; CMB 11; CMD 26 Feats Multiattack, Weapon Focus (horn) Skills Acrobatics +10, Perception +12, Stealth +10, Survival +9; Racial Modifiers +3 Survival in forests, +4 Stealth Languages Common, Sylvan SQ magical strike, wild empathy +17 |
ECOLOGY |
Environment temperate forests Organization solitary, mated pair, or blessing (3-6) Treasure none |
Unicorns normally attack only when defending themselves or their forests. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the unicorn.
Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.
Spell-Like Abilities: Unicorns can use detect evil at will as a free action.
Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.
A unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a unicorn has a +6 racial bonus on the check. Unicorns with druid levels add this racial modifier to their wild empathy checks.
Magical Strike (Ex) A unicorn’s gore attack is treated as a magic good weapon for the purposes of damage reduction.
Skills: Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.