This answer is not RAW, but RAW probably does not answer your question.
In the real world, slime mold moves, but very slowly. With regard to combat, they are functionally immobile. With regard to life cycle, it's entirely possible they could climb back up to the ceiling in a few hours.
Alternatively, it could be part of its life cycle. Green slime may need to consume an animal in order to reproduce. They collapse onto an animal, kill it, then use the abundant nutrients to form fruiting bodies. These release spores into the air, which attach to the walls and ceiling and form more green slime. The slime on the ground dies, its purpose fulfilled. You can basically think about salmon swimming upstream, spawning, then dying, except instead of a stream, it's a person.
Owlbears Screech
In 5e:
An owlbear's screech echoes through dark valleys and
benighted forests, piercing the quiet night to announce
the death of its prey.
4e:
The 4e owlbear has an encounter power called 'Stunning Screech', and it's upgraded cold-themed variant has a 'Frost Wail'.
3e:
No information appears to be present regarding sounds from owlbears in 3.0 or 3.5.
2e:
The 'Ecology of the Owlbear' article in Dragon #214 details quite a bit about the beasts, including a short story with a bunch of different owlbear screeches in a combat, as well as an explanation that owlbears can communicate via an entire language of screeches, and stats for the gregarious-yet-no-less-murderous winged owlbears. A sample:
The screech was incredible. Colin covered his ears with both hands, amazed at the sheer intensity of the creature’s death throes. After what seemed an eternity, but was probably closer to a few scarce minutes, the owlbear dropped to its side, dead.
None of the earlier versions of the owlbear seem to list a definite sound, and most lack any sort of extensive description. The rules cyclopedia elaborates a bit on the bear hug, but the rest of the sources seem to merely update the stats for the new edition and stick with Gygax's original description in supplement I: Greyhawk, minus the Gygaxian prose (e.g. using 'head' instead of 'cranial region')
OWL BEARS: Creatures of horrid visage and disposition. Owl Bears will attack whatever they see and fight to the death. They deliver a "hug" just as a Werebear, for example, as well as great damage from beak, tooth, and claw. A large male will stand 8' tall, weigh 1,500 pounds, and have claws over 2" long. Bodies are furry, tending towards feathers over the cranial region, and the skin is very thick.
That said, among players of D&D there's been a persistent tradition of combining the hoot or screech of an owl with the roar of a bear as the noise of an owlbear, such as demonstrated in this Penny Arcade D&D game, or this homebrew sound effect for Lost Mine of Phandelever, among others.
For third edition material, it should be noted that Pathfinder does have some descriptions of owlbears and their noises and/or lack thereof, but I'm not sure that system is within the scope of your question, since it's not part of Paizo's work as the erstwhile licenced third-party publisher of Dungeon and Dragon but rather part of their standalone system in which they are the first-party author. In case you care, in Pathfinder, The First Owlbear is 'spookily silent'.
Best Answer
There's not a lot to go on in official 5E materials, but there's a few clues in the monster description which we can extrapolate from. Note that since the default setting in 5E is Forgotten Realms, what follows is Forgotten Realms lore. Unicorns in other settings might be very different.
To start, these are regional effects that might apply to a unicorn's domain:
And it says "If the unicorn dies, these effects end immediately." I think it's therefore reasonable to expect these things to be manifestations of the unicorn's wants.
So:
Then, also from the description:
So, again, protection of the good — and holding evil ever at bay. And not just passively, because:
On maybe a more local, specific level:
So, an individual, specific unicorn may want a particular location, artifact, or creature protected. That would be very campaign-specific, of course (not necessarily a bad thing).
Again, keeping the spread of evil at bay — and also, stopping "encroaching civilization".
And finally from the monster description:
... we've got a specific remit to fight demons and devils.
That's almost all there is to go on, except the note in Sword Coast Adventurer's Guide that:
Unfortunately, as far as I can tell, there is no official 5E lore relating to Lurue, but one might be able to find some from older editions. One tiny tidbit comes from the Knight of the Order character background in Sword Coast Adventurers' Guide:
We don't know which of these are actually Lurue's tenets in 5E, but this paragraph is actually directly lifted word-for-word from the description of Lurue's dogma in the 3rd edition (3.0, pre 3.5) book Faiths and Pantheons (which in turn seems to have been adapted from a similar one in AD&D 2e Powers and Pantheons). So that seems plausibly canonical.
A warlock following that particular happy-go-lucky knight errant character trope would be quite different from warlocks as often played, and also quite different from the stereotypical follower of a forest god.
Also as suggested in the Forgotten Realms wiki, both of the older-edition sources note that Lurue is an enemy of Malar, the beast-god of lycanthropy and is also opposed to the Red Wizards of Thay — so, there are some other specific sources of evil incarnate your unicorn patron might have particular concerns about.