Large Fiend, Chaotic Evil
Armor Class 12
Hit Points 67 (9d10 + 18)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws CHA +7
Damage Immunities Fire, Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Abyssal, Telepathy 60 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Charge. If the bicorn 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 unicorn's innate spellcasting ability is Charisma (spell save DC 15). The unicorn can innately cast the following spells, requiring no components:

At will: hex, control flames, ray of sickness

1/day each: bestow curse, dispel evil and good, blight

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

Magic Weapons. The bicorn's weapon attacks are magical.

Regeneration. The Bicorn regains 10 hit points at the start of it's turn. If it takes radiant damage, this trait doesn't function at the start of it's next turn. The Bicorn dies only if it starts it's turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The bicorn makes two attacks: one with its hooves and one with its horns.

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

Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage.

Corrupting Touch (3/Day). The bicorn touches another creature with its horns. The target must succeed on a DC 15 Constitution saving throw or take 11 (2d8 + 2) necrotic damage, and be poisoned for 1 minute. You can repeat this saving throw at the end of your turn for the duration, ending the effect on a success. On a successful save, the creature takes half damage and is not poisoned.

Legendary Actions

The bicorn 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.

Horns. The bicorn makes one attack with its horns.

Spellcasting. The bicorn casts one of the spells it has available.

Abyssal Dash. The bicorn moves up to it's movement speed without provoking attacks of opportunity.

GravyGodsHouse

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