b'Unicorn \n'b'  Family:   Unicorn  \n'b'  Large   celestial ,  lawful good  \n'b'  Armor Class  12  Hit Points  67 (9d10 + 18)  Speed  50 ft.\n'b' STATS STR: 18 (+4) DEX:  14 (+2)  CON:  15 (+2)  INT:  11 (+0)  WIS:  17 (+3)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  poison  Condition Immunities   charmed ,  paralyzed ,  poisoned   Senses   darkvision  60 ft., passive Perception 13  Languages  Celestial, Elvish, Sylvan, telepathy 60 ft.  Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'\n'b'  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. \n'b'  Innate Spellcasting : The unicorn\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b'  At will :  detect evil and good ,  druidcraft ,  pass without trace  \n'b'  1/day each:   calm emotions ,  dispel evil and good ,  entangle  \n'b'\n'b'  Magic Resistance : The unicorn has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons : The unicorn\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack : The unicorn makes two attacks: one with its hooves and one with its horn. \n'b'  Hooves :  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) bludgeoning damage. \n'b'  Horn :  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 8 (1d8 + 4) piercing damage. \n'b'  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. \n'b'  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. \n'b'\n'b' Legendary Actions \n'b' The 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\xe2\x80\x99s turn. The unicorn regains spent legendary actions at the start of its turn. \n'b'\n'b'  Hooves : The unicorn makes one attack with its hooves. \n'b'  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\xe2\x80\x99s next turn. \n'b'  Heal Self (Costs 3 Actions) : The unicorn magically regains 11 (2d8 + 2) hit points. \n'b'\n'b' About \n'b' This magnificent beast looks like a white horse, but with a goat\xe2\x80\x99s beard and a single long ivory horn on its brow.'