Stargleam

Large Celestial, Lawful Good

STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
16 (+3)
Charge.

If Stargleam 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.

Magic Resistance.

Stargleam has advantage on saving throws against spells and other magical effects.

Magic Weapons.

Stargleam's weapon attacks are magical.

Innate Spellcasting.

Stargleam'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

Actions

Multiattack.

Stargleam 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.

Healing Touch (3/Day).

Stargleam 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).

Stargleam 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

Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.

Hooves.

Stargleam makes one attack with its hooves.

Shimmering Shield (Costs 2 Actions).

Stargleam 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).

Stargleam magically regains 11 (2d8 + 2) hit points.

Regional Effects

Transformed by the creature's celestial presence, the 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 unicorn's domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.
  • When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
  • Curses affecting any good-aligned creature are suppressed.

If the unicorn dies, these effects end immediately.

Find this creature in the encounter builder

Stargleam

Source: Quests from the Infinite Staircase, p. 92 - Licenses and attribution