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Traits

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 2d8 piercing damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone. The DC for this saving throw is equal to your druid spell save DC.

Magic Resistance Aura

The unicorn and creatures of its choice within 10 feet of it have advantage on saving throws against spells and other magical effects.

Magic Weapons

The unicorn's weapon attacks are magical.

Spellcasting

Circle Spellcasting

The unicorn can cast any spell from your Circle Spells list, using your druid spell save DC and spell attack bonus.

Actions

Multiattack

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

Hooves

Melee Weapon Attack: your druid spell attack bonus to hit, reach 5 ft., one target. Hit: 2d6 + your Wisdom modifier bludgeoning damage.

Horn

Melee Weapon Attack: your druid spell attack bonus to hit, reach 5 ft., one target. Hit: 1d8 + your Wisdom modifier piercing damage plus 1d8 radiant damage.

Reactions

The unicorn can take one of the following reactions at the end of another creature's turn

Heal Self

The unicorn magically regains hit points equal to 2d8 + your Wisdom modifier.

Horn

The unicorn makes one attack with its horn. Shield of Faith. The unicorn casts the shield of faith spell on another creature, which lasts until the end of the unicorn's next turn (no concentration required).