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Nerdarchy > Dungeons & Dragons  > D&D Unicorn: Expanding the Legendary Creature Through Variety
D&D unicorn

D&D Unicorn: Expanding the Legendary Creature Through Variety

Critter Corner: Discussing Critical Role Episode 5
Eldritch Lairs: Adventures for 5th Edition

Unicorns in fifth edition Dungeons & Dragons are celestial creatures known for their healing and purity, yet aside from a corrupted fiend known as the Nightmare they are very limited in selection. Considering how well known these creatures are in fantasy and how many varieties of dragons we have, it is almost a crime we have only two choices. [NERDITOR’S NOTE: Yeah, yeah, yeah, nightmares are created from pegasi but who’s to say a corrupted unicorn can’t become a hell horse too?]

A D&D unicorn for every occasion

D&D unicorn

A unicorn as seen in the fifth edition Dungeons & Dragons Monster Manual. [Image courtesy Wizards of the Coast]

Several options are available to fix this lack of unicorns; one of which is changing the plane they come from: a pyrocorn from the elemental plane of fire, a crystacorn for earth, hydrocorn for a liquid variety, cryocorn for an icy breed, zephycorn for a wind elemental, and volticorn for a lightning creature. By combining the elementals from the D&D Monster Manual with the unicorn, you can get a new creature fairly easily. However, the para-elementals will be harder to create since there are no official creatures to splice with it.

Elemental unicorn

Take the elementals’ mental ability scores, the unicorns’ physicals and mix the special traits and spell selections to ones appropriate to the element. Every element has some aspect to healing (even fire) so keep the healing abilities and simply give the new creature the elemental language most appropriate. You may choose to increase the AC, hit points, or damage to increase difficulty. To apply elemental damage to its attacks, either give its horn 1d8 piercing and 1d8 elemental damage and its hooves 2d6 bludgeoning and 1d6 elemental damage.

Other creature types

You can make a plant-based fey variety by combining a treant and druidic spells or an undead skeletal variety by making it skeletal and giving it some necromantic spells like animate dead and inflict wounds instead of healing touch. For something truly disturbing, create an aberaticorn by having a unicorn lost in the Far Realm return morphed by the alien realm. Cross it with a illithid in a manner similar to above and replace its spell list with psychic-themed choices.

If we are modifying unicorns, we must ask – what is necessary to its identity? Its horn; a single spiral. Why not change the creature from a horse to another animal? Historically, rhinos and narwhals have both been called unicorns, so why not apply the celestial statistics to them? Give a beast you wish to make a unicorn a horn, the mental stats of the unicorn, and its magical abilities.

If you wish to keep your new unicorn at relatively the same combat level, just give it the unicorn’s physical stats but change the hoof attack to claws or a bite action. If you wish to change its difficulty, you can either use the beast’s physical stats or increase/decrease the physical stats of the unicorn by the same difference between a warhorse and the beast you are using. If you just want a unicorn to be a nonmagical beast, just give a warhorse the unicorns’ charge and horn abilities.

Building up instead of out

If that doesn’t add enough variety to your D&D unicorns, you can increase the number of horns, similar to how more powerful angels have more wings. Since even numbers of horns are already present in nature, it seems a better fit to stick to odd numbers of horns such as the trinicorn, quintacorn, or septacorn. Increase the unicorns’ hit points by 2d10 + 4 for every rank of horns you go up and increase its AC by one or two. You will also wish to increase its damage dice either by moving, increasing the dice size, or number used. Making a seahorse or winged unicorn are also easy; just add a swim or flight speed equal to its movement and, if aquatic, give it water-breathing.

Variant unicorns

Trinicorn

Large celestial, lawful good

Armor Class 14

Hit Points 97 (12d12 + 25)

Speed 50 ft.

STR          DEX           CON         INT         WIS       CHA

19 (+4)     16 (+3)      17 (+3)    13 (+1)     18 (+4)    17 (+3)

Damage Resistances necrotic, radiant

Damage Immunities poison

Condition Immunities charmed, paralyzed, poisoned, disease

Senses darkvision 60 ft., passive Perception 16

Languages celestial, elvish, sylvan, telepathy 60 ft.

Challenge 7 (2,900 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 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

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

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.

ACTIONS

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 + 5) bludgeoning damage.

Horn. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (2d8 + 5) piercing damage.

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.

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.

LEGENDARY ACTIONS

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.

Hooves. The unicorn makes one attack with its hooves.

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’s next turn.

Heal Self (Costs 3 Actions). The unicorn magically regains 15 (2d10 + 4) hit points.

Unicorn, tiger variant

Large celestial, lawful good

Armor Class 13

Hit Points 67 (10d10 + 18)

Speed 50 ft., climb 30 ft.

STR          DEX           CON         INT         WIS       CHA

19 (+4)     17 (+3)      16 (+3)    11 (+0)     17 (+3)    16 (+3)

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)

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.

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

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.

Keen Nose. Advantage on perception checks involving scent.

ACTIONS

Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) Slashing damage.

Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

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.

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.

LEGENDARY ACTIONS

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.

Claws. The unicorn makes one attack with its claws.

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’s next turn.

Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.

 

Pyrocorn

Large elemental, chaotic neutral

Armor Class 15

Hit Points 102 (12d10 + 36)

Speed 50 ft.

STR          DEX           CON         INT         WIS       CHA

21 (+5)     18 (+4)      17 (+3)      8 (-1)     10 (+0)    9 (-1)

Damage Vulnerabilities cold

Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons, lightning

Damage Immunities poison, fire

Condition Immunities charmed, paralyzed, poisoned

Senses darkvision 60 ft., passive Perception 13

Languages Ignan

Challenge 5 (1,800 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 and 1d8 fire damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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, control flame, Flaming Horn (use green flame blade)

1/day each: Smoke cloud (use fog cloud), dispel evil and good, burning hands

Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.

Magic Weapons. The unicorn’s weapon attacks are magical.

Fire Form. A creature that touches the elemental or hits it with a melee attack while with in 5 feet of it takes 5 (1d10) fire damage.

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

ACTIONS

Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and 1d6 fire damage.

Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and 1d6 fire damage.

Cauterizing 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.

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.

LEGENDARY ACTIONS

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.

Hooves. The unicorn makes one attack with its hooves.

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’s next turn.

Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.

 

Hydricorn

Large elemental, chaotic neutral

Armor Class 15

Hit Points 102 (12d10 + 36)

Speed 50 ft., climb 30 ft.

STR          DEX           CON         INT         WIS       CHA

21 (+5)     18 (+4)      17 (+3)      8 (-1)     10 (+0)    9 (-1)

Damage Vulnerabilities lightning

Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons, fire, acid

Damage Immunities Poison

Condition Immunities charmed, paralyzed, poisoned

Senses darkvision 60 ft., passive Perception 13

Languages Aquan

Challenge 8 (3,900 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 and 1d8 cold damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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, shape water, freezing horn (use green flame blade but use cold damage)

1/day each: fog cloud, dispel evil and good, slippery (use grease)

Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.

Magic Weapons. The unicorn’s weapon attacks are magical.

Hydro Form. A creature that touches the elemental or hits it with a melee attack while with in 5 feet of it makes a DC 13 DEX save or falls prone.

Slippery. The elemental is hard to get a hold of, opponents have disadvantage when grappling with you.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it restores 1 HP.

ACTIONS

Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and 1d6 cold damage.

Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and 1d6 cold damage.

Refreshing 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.

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.

LEGENDARY ACTIONS

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.

Hooves. The unicorn makes one attack with its hooves.

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’s next turn.

Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.

 

Unicorn, nonmagical variant

Large beast, unaligned

Armor Class 11

Hit Points 19 (3d10 + 3)

Speed 60 ft.

STR          DEX           CON         INT         WIS       CHA

18 (+4)     12 (+1)      13 (+1)      2 (-4)     12 (+1)    7 (-2)

 

Senses passive Perception 11

Languages none

Challenge 1/2 (100 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.

ACTIONS

Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

 

From the Nerditor’s desk

Looking for more monsters to mash up with the unicorn, or just new creatures in general? Frog God Games has a whole category of products for bestiaries like the classic Tome of Horrors, Tome of Blighted Horrors, the Rappan Athuk Bestiary and more. Nerdarchy has a new exclusive promo code for the Frog God Games store, too! STAY-NERDY-30 is available twice per user for a 30 percent discount on anything in the store.

If you’re looking for more unicorn specific D&D content, the DM’s Guild has quite a few options like a unicorn playable race, a Primal Path for barbarians and several adventures featuring these legendary creatures. Maybe one of the unicorn varieties in this post will make these quests more memorable and interesting for your players. You can use our exclusive coupon code DTRPG-Nerdarchy for a one-time 10 percent discount on digital product orders $10 or more on OneBookShelf sites including the DM’s Guild and DriveThruRPG.

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