Nightmare Unicorn (5e Creature)
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Huge fiend, chaotic evil
Saving Throws Dex +7, Wis +8
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.
Confer Fire Resistance. The unicorn can grant resistance to fire damage to anyone riding it.
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:
Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons. The unicorn's weapon attacks are magical.
Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage.
Horn. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) fire damage
Ethereal Stride. The unicorn and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from The Material Plane, or vice versa.
Dark Touch (3/Day). The unicorn touches another creature with its horn. The target takes 11 (2d8 + 2) necrotic damage.
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.
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's turn. The unicorn regains spent legendary actions at the start of its turn.
Attack. The unicorn makes one attack with its hooves.
Nightmare unicorns are believed to be the offspring of nightmares and captured black unicorns. They have a love of combat and inflicting pain and terror on their foes, and are prized as mounts by evil beings, especially blackguards and evil clerics. They are intelligent and can speak several languages. Occasionally they will serve neutral-aligned creatures for evil purposes, but will never willingly serve a good-aligned creature unless they plan to betray the creature later.