b'Unicorn, Black \n'b'  Family:   Unicorn  \n'b'  Large   fey ,  chaotic evil  \n'b'  Armor Class  13  Hit Points  67 (9d10 + 18)  Speed  30 ft.\n'b' STATS STR: 19 (+4) DEX:  16 (+3)  CON:  15 (+2)  INT:  12 (+1)  WIS:  18 (+4)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Perception  +7,  Stealth  +6  Damage Immunities  necrotic, poison  Condition Immunities   charmed ,  paralyzed ,  poisoned   Senses   darkvision  60 ft., passive  Perception  17  Languages  Sylvan, Abyssal, Elvish, telepathy 60 ft.  Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'   Charge . If the black 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 black unicorn\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 15, +6 to hit with spell attacks). The black  unicorn  can innately cast the following spells, requiring no components.\n'b'\n'b'   At will :  detect evil and good ,  pass without trace , poison spray \n'b'  1/day :  dispel evil and good ,  entangle ,  silence  \n'b'\n'b'  Magic Resistance . The black unicorn has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The black unicorn\xe2\x80\x99s weapon attacks are magical. \n'b'  Actions \n'b'   Multiattack . The black 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'  Dark Touch (3/day) . The black unicorn touches another creature with its horn. The target takes 11 (2d8 + 2) necrotic damage. \n'b'  Teleport (1/day) . The black 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'  Legendary Actions \n'b'   Hooves attack . Makes one attack with its hooves. \n'b'  Dark Shroud (Costs 2 Actions) . The black unicorn creates a shimmering, dark shroud around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the black unicorn\xe2\x80\x99s next turn. \n'b'  Heal Self (Costs 3 Actions) . Magically regains 11 (2d8 + 2)  hit points . \n'b'  About \n'b' The black unicorn is an example of how the dark fey are a twisted version of reality. This evil monster is the opposite of its celestial cousin. At home in enchanted forests, it stalks its prey. This fey\xe2\x80\x99s dark form and high level of awareness help it hunt in the shadows. \n'b'  Toxic Horns . The black unicorn\xe2\x80\x99s white horn is a deadly tool of evil. Not only can the monster spear a victim, it does necrotic damage as well. Using dark magic, the black unicorn can also spray poison with the horn. \n'b'  Evil Mounts . At times, powerful evil beings work along side these monsters. There are stories of anti-paladins, evil arch fey, hags, or even witches riding on these dark steeds.'