Large Monstrosity, Chaotic Evil
Armor Class 14 Natural armour
Hit Points 114 (12d10 + 48)
Speed 50 ft., Fly 50 ft.
STR
19 (+4)
DEX
13 (+1)
CON
19 (+4)
INT
3 (-4)
WIS
14 (+2)
CHA
10 (+0)
Skills Perception +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Poisoned
Senses Darkvision 120ft, Passive Perception 18
Languages Draconic Understand langues but cannot speak itself
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Spell Turning. This chimera has advantage on saving throws from any spell that targets the chimera only (not an area). If the chimeras savibg throw is successful and the spell is of 4th level or lower, The spell has no effect on the chimera and instead targets the caster.

Charge. If the alacorn moves 20ft straight towards a target and then hits it with a horn attack on the same turn, the target takes an extra 2d8 piercing damage. If the target is a creature, it must succeed on a DC 15 strength savibg throw or be knocked prone.

Actions

Multiattack. The alacorn makes 2 attacks, one with its horn and one with its hooves.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft.,    1 target. Hit: 11 (2d6 + 4) bludgeoning damage. 

Horn. Melee Weapon Attack: +7 to hit, reach 5 ft.,         1 target. Hit: 8 (1d8 + 4) piercing damage.

Speed: 50 ft/ fly 50 ft

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Bound together by the darkest of magic, the chimeric unicorn was sewn together in order to lure children to their deaths. Created from many other beasts, this horror is nothing but a Frankenstein's monster. Instead of regular unicorn horn, the horn seems to be made from some type of mirrored silver. The wings and other body parts are crudely attached with a thick jute cord. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Eyinlah

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