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### Pocket Unicorns Pocket unicorns are said to be found anywhere if you know where to look, and believe. Pocket unicorns are smaller pygmy versions of their larger and more powerful relatives the unicorn. Like all unicorns they sport a single spiraling horn of ivory which is imbued with magical powers of healing, though the horns of pocket unicorns are much less powerful. **Little Protectors.** Pocket unicorns are friendly spirits of divine origin placed to protect the small domains which they take to. Pocket unicorns are often placed to guard particular trees, springs, or more rarely creatures rather than entire forests, mountains, or important artifacts. Often times they are placed under larger unicorns by woodland deities and they can vary in power. **Forest Nobles.** The area which is guarded by a pocket unicorn is often a shrine of peace and tranquility in darker areas. Most often pocket unicorns are given areas to protect that are removed from the sacred forest of a unicorn to act as beacons and safe havens for forest creatures that live outside the protection of a full unicorn. They tend to stick close to these little bastions of theirs unless it is urgent and are adept at hiding when they need, becoming difficult to find if they don't want to be. **Blessed Horns.** Much like other unicorns, the power of a pocket unicorn is focused in its horn which acts as a shard of divine magic. These can be crafted into wands or made into small weapons like arrows or daggers striking with divine force. They can also be turned into powder by a skilled arcanist and used in potions, scroll ink, ritual components, or worked into the crafting process of larger weapons like swords or armor. However killing a unicorn invites divine retribution, often by their larger cousins. **Companions of Champions.** Pocket unicorns are far too small to ride typically being anywhere from the size of a large hamster to at most a foot tall. However on occasion when the gods feel necessary a worthy champion may find themselves with one of these creatures as a guide and emissary, as well as a token of divine blessing to any who would challenge that hero. Other times pocket unicorns will find their refuge destroyed and seek out a companion to aid them in restoring order, often times a close attachment will form and they stick around until the adventurers have completed their journeys. ### A Pocket Unicorn's Lair A pocket unicorn's lair might be a hollow in an ancient tree, an overhang by a large spring, a gnarl of roots in an sacred bramble patch, etc. #### Regional Effects Transformed by the creature's celestial presence, the small domain of a unicorn might include any of the following magical effects: * Open flames of a non magical nature are extinguished within the unicorn's domain. Torches and campfires refuse to burn, but closed lanterns are unaffected. * Creatures native to the pocket unicorn's domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide. * Curses affecting any good-aligned creature are suppressed. If the pocket unicorn dies, these effects end immediately. ______ ___ > ## Pocket Unicorn >*Tiny celestial, lawful good* > ___ > - **Armor Class** 14 > - **Hit Points** 23(9d4 + 0) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|4 (-3)|18 (+4)|10 (+0)|11 (+0)|16 (+3)|15 (+2)| >___ > - **Skills** Stealth +7 > - **Damage Immunities** poison > - **Condition Immunities** charmed, paralyzed, poisoned > - **Senses** passive Perception 13 > - **Languages** Celestial, Elvish, Sylvan, telepathy 60 ft. > - **Challenge** 1 (200 XP) > ___ > ***Charge.*** If the pocket 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 5 (2d4) piercing damage. > > ***Innate Spellcasting.*** The pocket unicorn's innate spellcasting ability is charisma (spell save DC 13). The pocket unicorn can innately cast the following spells, requiring no components: > > At will: detect evil and good, druidcraft > > 1/day each: calm emotions, entangle, pass without a trace > > ***Magic Resistance.*** The pocket Unicorn has advantage on saving throws against spells and other magical effects. > > ***Magic Weapons.*** The pocket Unicorn's weapon attacks are magical. > > ### Actions > ***Multiattack.*** The pocket unicorn makes two attacks: one with its hooves and one with its horn. > > ***Hooves.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit:* 6 (2d4+1) bludgeoning damage. > > ***Horn.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 3 (1d4 + 1) piercing damage. > > ***Healing Touch (1/day).*** The unicorn touches another creature with its horn. The target magically regains 6 (1d8+1) hit points. In addition the touch removes minor sicknesses and neutralizes weak poisons afflicting the target. > > ***Shimmering Shield (1/day).*** As a bonus action, the pocket unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains +1 bonus to AC until the end of the unicorns next turn. > \pagebreakNum ______ ___ > ## Pygmy Unicorn >*Small celestial, lawful good* > ___ > - **Armor Class** 13 > - **Hit Points** 41(9d6 + 9) > - **Speed** 45ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (0)|16 (+3)|13 (+1)|11 (+0)|16 (+3)|15 (+2)| >___ > - **Skills** Stealth +5 > - **Damage Immunities** poison > - **Condition Immunities** charmed, paralyzed, poisoned > - **Senses** passive Perception 13 > - **Languages** Celestial, Elvish, Sylvan, telepathy 60 ft. > - **Challenge** 3 (700 XP) > ___ > ***Charge.*** If the pocket 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 7 (2d6) piercing damage. > > ***Innate Spellcasting.*** The pocket unicorn's innate spellcasting ability is charisma (spell save DC 13). The pocket unicorn can innately cast the following spells, requiring no components: > > At will: detect evil and good, druidcraft, pass without a trace > > 1/day each: calm emotions, entangle > > ***Magic Resistance.*** The pocket Unicorn has advantage on saving throws against spells and other magical effects. > > ***Magic Weapons.*** The pocket Unicorn's weapon attacks are magical. > > ### Actions > ***Multiattack.*** The pocket unicorn makes two attacks: one with its hooves and one with its horn. > > ***Hooves.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit:* 6 (2d4+2) bludgeoning damage. > > ***Horn.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) piercing damage. > > ***Healing Touch (2/day).*** The unicorn touches another creature with its horn. The target magically regains 8 (2d6+1) hit points. In addition the touch removes minor sicknesses and neutralizes poisons afflicting the target. > > ***Shimmering Shield (1/day).*** As a bonus action, the pocket unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains +2 bonus to AC until the end of the unicorns next turn. > > ***Heal Self (1/day)*** As a bonus action, the pygmy Unicorn magically regains 8 (2d6+1) hit points > #### original version ______ ___ > ## Pocket Unicorn >*Tiny celestial, lawful good* > ___ > - **Armor Class** 14 > - **Hit Points** 32(9d4 + 9) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|4 (-3)|18 (+4)|12 (+1)|11 (+0)|16 (+3)|15 (+2)| >___ > - **Skills** Stealth +6 > - **Damage Immunities** poison > - **Condition Immunities** charmed, paralyzed, poisoned > - **Senses** passive Perception 13 > - **Languages** Celestial, Elvish, Sylvan, telepathy 60 ft. > - **Challenge** 2 (450 XP) > ___ > ***Charge. *** If the pocket 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 5 (2d4) piercing damage. > > ***Innate Spellcasting. *** The pocket unicorn's innate spellcasting ability is charisma (spell save DC 13). The pocket unicorn can innately cast the following spells, requiring no components: > > At will: detect evil and good, druidcraft > > 1/day each: calm emotions, entangle, pass without a trace > > ***Magic Resistance.*** The pocket Unicorn has advantage on saving throws against spells and other magical effects. > > ***Magic Weapons.*** The pocket Unicorn's weapon attacks are magical. > > ### Actions > ***Multiattack.*** The pocket unicorn makes two attacks: one with its hooves and one with its horn. > > ***Hooves.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit:* 6 (2d4+1) bludgeoning damage. > > ***Horn.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 5 (1d4 + 1) piercing damage. > > ***Healing Touch (3/day).*** The unicorn touches another creature with its horn. The target magically regains 8 (2d6+1) hit points. In addition the touch removes minor sicknesses and neutralizes weak poisons afflicting the target. > > ***Shimmering Shield (1/day).*** As a bonus action, the pocket unicorn creates a shimmering, magical field around itself or another creature it can see withting 60 feet of it. The target gains +2 bonus to AC until the end of the unicorns next turn. >