Large Celestial, Neutral Evil
Armor Class 12
Hit Points 67 (9d10 + 18)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
16 (+3)
WIS
15 (+2)
CHA
11 (+0)
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 13
Languages Abyssal, Celestial, Telepathy 60 ft., Undercommon
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Charge. If the bycorniclops 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.

Innate Spellcasting. The bycorniclops' innate spellcasting ability is Intelligence (spell save DC 14). The bycorniclops can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft, friends

1/day each: calm emotions, dispel evil and good, command

Magic Resistance. The bycorniclops has advantage on saving throws against spells and other magical effects.

Magic Weapons. The bycorniclops' weapon attacks are magical.

Actions

Multiattack. The bycorniclops 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.

Inflict Poison (3/Day). The bycorniclops touches another creature with its horn. The target must make a DC 15 Constitution saving throw or be poisoned for 1 minute.

Teleport (1/Day). The bycorniclops 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 bycorniclops is familiar with, up to 1 mile away.

Legendary Actions

The bycorniclops 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 bycorniclops regains spent legendary actions at the start of its turn.

Hooves. The bycorniclops makes one attack with its hooves.

Divine Influence (Costs 2 Actions). The bycorniclops creates a shimmering, magical field around itself. The first creature that attacks the bycorniclops after this ability is used must succeed on the DC 15 Wisdom save or attack another random creature, friend or foe, within range. If no other targets are available, the attack does nothing.

Heal Self (Costs 3 Actions). The bycorniclops magically regains 11 (2d8 + 2) hit points.

Habitat: ForestUnderdark

MrWTFuse

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