Robot Unicorn | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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The Ninth World, Homebrew, Roboto Unicorn Attack!

Robot Unicorn CR: 5 (1,800 XP)

Large construct (robot, celestial), lawful good
Armor Class: 12
Hit Points: 67 (9d10 + 18)
Speed: 50 ft

STR

18 +4

DEX

14 +2

CON

15 +2

INT

11 +0

WIS

17 +3

CHA

9 -1

Damage Immunities: poison
Condition Immunities: charmed, paralysed, poisoned
Senses: darkvision 60 ft., passive Perception 13
Languages: Celestial, Elvish, Sylvan, Radio Waves 60 ft.
Challenge Rating: 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.
  • Loud Speakers. The unicorn can play music, as designated by its bonded rider, which can vary in volume. On maximum volume it can clearly be heard by any creature within 60 feet.

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.

Built by Kwalish the Techno-Mage on commission for the knight Lintelfaden. The unicorn is all chrome and shiny.

Upgrades
The unicorn can be upgraded with the following effects/traits, costing 1,000gp per upgrade previously added. Each trait can be chosen multiple times, increasing the effect and/or increasing the number of times per day it can be used:
  • Mandachord. Choose a song before the session, and tell your DM. You may play this song once during the session and, based on its lyrics, those effects take place (DM's discretion). A song can only ever be used once per campaign. The knight must have at least 1 level in bard to add this trait.
  • Hard Chrome. +1 AC as natural armor. Requires the sacrifice of a magic item that provides at least +1 AC.
  • Healing Touch. 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. Requires the sacrifice of a permanent healing magic item (for example, a staff of healing).
  • Teleport. 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. Requires the sacrifice of a magic item that provides teleport magic.
  • Shimmering Shield. 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. Requires the sacrifice of a magic item with at least +1 AC and a shield spell scroll.
  • Self Repair. The unicorn's nanites repair the unicorn for 11 (2d8 + 2) hit points. Requires the sacrifice of a nanite canister.
  • Rocket Hooves! The unicorn gains a fly speed. Requires the sacrifice of a permanent magic item that grants flight.
  • Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects. Requires a scroll of globe of invulnerability, which is consumed in the process.
  • Magic Weapons. The unicorn’s weapon attacks are magical. Requires the sacrifice of a +1 magic weapon (minimum).
  • LAZERS! The unicorn gains a laser attack which it shoots from its mouth. The exact type, range and damage are dependent on the ranged weapon sacrificed as part of the upgrade (for example, sacrificing a lazgun will grant the unicorn a 3d6 radiant attack).

Suggested Environments

technological


Created by

solomani.

Statblock Type

Monster

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