334
System Reference Document 5.2.1
Unicorn
Unicorn
Large Celestial, Lawful Good
AC 12  Initiative +8 (18)
HP 97 (13d10 + 26)
Speed 50 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 18 +4 +4 Dex 14 +2 +2 Con 15 +2 +2
Int 11 +0 +0 WIS 17 +3 +3 Cha 16 +3 +3
Immunities Poison; Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 13
Languages Celestial, Elvish, Sylvan; telepathy 120 ft.
CR 5 (XP 1,800; PB +3)
Traits
Legendary Resistance (3/Day). If the unicorn fails a sav-
ing throw, it can choose to succeed instead.
Magic Resistance. The unicorn has Advantage on sav-
ing throws against spells and other magical effects.
Actions
Multiattack. The unicorn makes one Hooves attack and 
one Radiant Horn attack.
Hooves. Melee Attack Roll: +7 , reach 5 ft. Hit: 11 (2d6 
+ 4) Bludgeoning damage.
Radiant Horn. Melee Attack Roll: +7 , reach 5 ft. Hit: 9 
(1d10 + 4) Radiant damage.
Spellcasting. The unicorn casts one of the following 
spells, requiring no spell components and using Cha-
risma as the spellcasting ability (spell save DC 14):
At Will: Detect Evil and Good, Druidcraft
1/Day Each: Calm Emotions, Dispel Evil and Good, En-
tangle, Pass without Trace, Word of Recall
Bonus Actions
Unicorn’s Blessing (3/Day). The unicorn touches an-
other creature with its horn and casts Cure Wounds 
or Lesser Restoration on that creature, using the same 
spellcasting ability as Spellcasting.
Legendary Actions
Legendary Action Uses: 3. Immediately after another 
creature’s turn, the unicorn can expend a use to take one 
of the following actions. The unicorn regains all expended 
uses at the start of each of its turns.
Charging Horn. The unicorn moves up to half its Speed 
without provoking Opportunity Attacks, and it makes 
one Radiant Horn attack.
Shimmering Shield. The unicorn targets itself or one 
creature it can see within 60 feet of itself. The target 
gains 10 (3d6) Temporary Hit Points, and its AC in-
creases by 2 until the end of the unicorn’s next turn. 
The unicorn can’t take this action again until the start of 
its next turn.
Vampires
Vampire Familiar
Medium or Small Humanoid, Neutral Evil
AC 15  Initiative +5 (15)
HP 65 (10d8 + 20)
Speed 30 ft., Climb 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 17 +3 +3 Dex 16 +3 +5 Con 15 +2 +2
Int 10 +0 +0 WIS 10 +0 +2 Cha 14 +2 +2
Skills Perception +4, Persuasion +4, Stealth +7
Resistances Necrotic
Immunities Charmed (except from its vampire master)
Gear Daggers (10)
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common plus one other language
CR 3 (XP 700; PB +2)
Traits
Vampiric Connection. While the familiar and its vam-
pire master are on the same plane of existence, the 
vampire can communicate with the familiar telepathi-
cally, and the vampire can perceive through the famil-
iar’s senses.
Actions
Multiattack. The familiar makes two Umbral Dag-
ger attacks.
Umbral Dagger. Melee or Ranged Attack Roll: +5, 
reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing 
damage plus 7 (3d4) Necrotic damage. If the target 
is reduced to 0 Hit Points by this attack, the target 
becomes Stable but has the Poisoned condition for 1 
hour. While it has the Poisoned condition, the target 
has the Paralyzed condition.
Bonus Actions
Deathless Agility. The familiar takes the Dash or Disen-
gage action.
Vampire Spawn
Medium or Small Undead, Neutral Evil
AC 16  Initiative +3 (13)
HP 90 (12d8 + 36)
Speed 30 ft.