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Unicorno: differenze tra le versioni

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Traduzione mostri: Unicorn
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== Unicorn ==
== Unicorn ==\n''Large celestial, lawful good''\n\n'''[[:Categoria:Classi|classe]] Armatura''' 12\n\n'''Punti Ferita''' 67 (9d10+18)\n\n'''Velocità''' 15 m\n\n| STR    | DEX    | CON    | INT    | WIS    | CHA    |\n|---------|---------|---------|---------|---------|---------|\n| 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 17 (+3) | 16 (+3) |\n\n'''Danno Immunities''' veleno\n\n'''Immunità alle Condizioni''' charmed, paralyzed, poisoned\n\n'''Sensi''' visione al buio 18 m, passive Percezione 13\n\n'''Linguaggi''' Celestiale, Elfico, Silvano, telepathy 18 m\n\n'''Grado di Sfida''' 5 (1,800 XP)\n\n'''''Carica'''''. 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) perforanti damage. If the target is a creature, it must succeed on a DC 15 Forza tiro salvezza or be knocked prone.\n\n'''''Innate Lancio di [[:Categoria:Incantesimi|incantesimi]]'''''. The unicorn's innate lancio incantesimi ability is Carisma (CD tiro salvezza incantesimi 14). The unicorn can innately cast the following spells, requiring no Componenti\n\nAt will: ''detect evil and good'', ''druidcraft'', ''pass without trace''\n\n1/day each: ''calm emotions'', ''dispel evil and good'', ''entangle''\n\n'''''Magic Resistenza'''''. The unicorn ha vantaggio nei tiro salvezzas against spells and other magical effects.\n\n'''''Magic Armi'''''. The unicorn's weapon attacks are magical.\n\n###### Actions\n\n'''''Multiattacco'''''. The unicorn makes two attacks: one with its hooves and one with its horn.\n\n'''''Hooves'''''. ''Arma da Mischia Attacco:'' +7 per colpire, portata 2 m, un bersaglio. ''Colpito:'' 11 (2d6+4) contundenti damage.\n\n'''''Horn'''''. ''Arma da Mischia Attacco:'' +7 per colpire, portata 2 m, un bersaglio. ''Colpito:'' 8 (1d8+4) perforanti damage.\n\n'''''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.\n\n'''''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.\n\n###### Legendary Actions\n\nThe 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.\n\n'''Hooves'''. The unicorn makes one attack with its hooves.\n\n'''Shimmering Scudo (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.\n\n'''Heal Self (Costs 3 Actions)'''. The unicorn magically regains 11 (2d8+2) hit points.\n\n{{Licenza|versione=5.1}}\n[[Categoria:Mostri]]\n[[Categoria:SRD 5.1]]\n<!-- Originale: Unicorn -->
''Large celestial, lawful good''
 
'''[[:Categoria:Classi|classe]] Armatura''' 12
 
'''Punti Ferita''' 67 (9d10+18)
 
'''Velocità''' 50 ft.
 
| STR    | DEX    | CON    | INT    | WIS    | CHA    |
|---------|---------|---------|---------|---------|---------|
| 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 17 (+3) | 16 (+3) |
 
'''Danno Immunities''' poison
 
'''Condition Immunities''' charmed, paralyzed, poisoned
 
'''Senses''' darkvision 60 ft., passive Percezione 13
 
'''Linguaggi''' Celestiale, 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 Forza saving throw or be knocked prone.
 
'''''Innate Lancio di [[:Categoria:Incantesimi|incantesimi]]'''''. The unicorn's innate spellcasting ability is Carisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no Componenti
 
At will: ''detect evil and good'', ''druidcraft'', ''pass without trace''
 
1/day each: ''calm emotions'', ''dispel evil and good'', ''entangle''
 
'''''Magic Resistenza'''''. The unicorn has advantage on saving throws against spells and other magical effects.
 
'''''Magic Armi'''''. The unicorn's weapon attacks are magical.
 
###### Actions
 
'''''Multiattack'''''. The unicorn makes two attacks: one with its hooves and one with its horn.
 
'''''Hooves'''''. ''Arma da Mischia Attacco:'' +7 to hit, reach 5 ft., one target. ''Colpito:'' 11 (2d6+4) bludgeoning damage.
 
'''''Horn'''''. ''Arma da Mischia Attacco:'' +7 to hit, reach 5 ft., one target. ''Colpito:'' 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.
 
'''Hooves'''. The unicorn makes one attack with its hooves.
 
'''Shimmering Scudo (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.
 
{{Licenza|versione=5.1}}
{{Licenza|versione=5.1}}
[[Categoria:Mostri]]
[[Categoria:Mostri]]
[[Categoria:SRD 5.1]]
[[Categoria:SRD 5.1]]
<!-- Originale: Unicorn -->
<!-- Tradotto AI 2026-07-03 -->

Versione delle 21:15, 3 lug 2026

== Unicorn ==\nLarge celestial, lawful good\n\nclasse Armatura 12\n\nPunti Ferita 67 (9d10+18)\n\nVelocità 15 m\n\n| STR | DEX | CON | INT | WIS | CHA |\n|---------|---------|---------|---------|---------|---------|\n| 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 17 (+3) | 16 (+3) |\n\nDanno Immunities veleno\n\nImmunità alle Condizioni charmed, paralyzed, poisoned\n\nSensi visione al buio 18 m, passive Percezione 13\n\nLinguaggi Celestiale, Elfico, Silvano, telepathy 18 m\n\nGrado di Sfida 5 (1,800 XP)\n\nCarica. 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) perforanti damage. If the target is a creature, it must succeed on a DC 15 Forza tiro salvezza or be knocked prone.\n\nInnate Lancio di incantesimi. The unicorn's innate lancio incantesimi ability is Carisma (CD tiro salvezza incantesimi 14). The unicorn can innately cast the following spells, requiring no Componenti\n\nAt will: detect evil and good, druidcraft, pass without trace\n\n1/day each: calm emotions, dispel evil and good, entangle\n\nMagic Resistenza. The unicorn ha vantaggio nei tiro salvezzas against spells and other magical effects.\n\nMagic Armi. The unicorn's weapon attacks are magical.\n\n###### Actions\n\nMultiattacco. The unicorn makes two attacks: one with its hooves and one with its horn.\n\nHooves. Arma da Mischia Attacco: +7 per colpire, portata 2 m, un bersaglio. Colpito: 11 (2d6+4) contundenti damage.\n\nHorn. Arma da Mischia Attacco: +7 per colpire, portata 2 m, un bersaglio. Colpito: 8 (1d8+4) perforanti damage.\n\nHealing 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.\n\nTeleport (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.\n\n###### Legendary Actions\n\nThe 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.\n\nHooves. The unicorn makes one attack with its hooves.\n\nShimmering Scudo (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.\n\nHeal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8+2) hit points.\n\n

D&D Next Wiki — Questo contenuto è basato sul System Reference Document 5.1 di Wizards of the Coast LLC, disponibile sotto licenza Creative Commons Attribution 4.0 International.

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D&D Next Wiki — Questo contenuto è basato sul System Reference Document 5.1 di Wizards of the Coast LLC, disponibile sotto licenza Creative Commons Attribution 4.0 International.