Nightmare Unicorn (5e Creature)

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Nightmare Unicorn[edit]

Huge fiend, chaotic evil

Armor Class 15 (natural armor)
Hit Points 85 (9d12 + 27)
Speed 60 ft., fly 90 ft.

19 (+4) 16 (+3) 16 (+3) 13 (+1) 18 (+4) 16 (+3)

Saving Throws Dex +7, Wis +8
Skills Stealth +7
Damage Vulnerabilities radiant
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities charmed, paralyzed, poisoned
Senses darkvision 120 ft., passive Perception 14
Languages Abyssal, Celestial, Infernal, Sylvan, telepathy 60 ft.
Challenge 9 (5,000 XP)

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.

Illumination. The unicorn sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

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:

At will: detect evil and good, druidcraft, pass without trace, poison spray
1/day each: calm emotions, dispel evil and good, entangle

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.
Dark Shroud (Costs 2 Actions). The unicorn creates a shimmering, dark shroud 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's next turn.
Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.

Image by FleetingEmber
The creature you initially mistook for a horse suddenly changes before your eyes. In its place stands a coal-black equine with cunning glowing eyes and powerful-looking hooves that smolder endlessly. It's tail lashes back and forth, spraying sparks as it paws the ground, and a 2-foot long horn the color of old bone that grows from the center of its forehead is lowered in preparation for a charge.

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.
Nighmare unicorns are not tied to a particular area as most normal unicorns are, but prefer a more nomadic existence. They especially enjoy traveling in wastelands or areas that have been devastated by disaster or war. When traveling alone, most nightmare unicorns disguise themselves as a normal horse, or even a white unicorn in order to fool the unwary. While nightmare unicorns can feed as most equines do, nightmare unicorns prefer to eat fresh meat, preferably from a creature they terrified before killing.

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