Charge - if the Alicorn moves at least 20 ft straight towards a target and then hits it with a horn attack on the same turn, the target takes an extra 2d8 piercing dmg. If the target is a creature, it must succeed in a dc 16 strength saving throw or be knocked prone
Innate spell casting - the Alicorn’s innate spell casting ability is charisma (spell save dc 14). The Alicorn can innately cast the following spells, requiring no components: O At will: detect evil and good, druidcraft, pass without trace One / day each: calm emotions, dispel evil and good, entangle
Magic Resistance - the Alicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons - the Alicorn’s weapon attacks are magical
Multi attack - the Alicorn makes 2 attacks, one with its hooves, and one with its horn
Hooves - melee weapon attack: +7 to hit, reach 5 ft, one target. Hit: 2d6 + 4 bludgeoning damage.
Horn - melee weapon attack: + 7 to hit, 5 ft, one target, Hit: 1d8 + 4 piercing damage
Healing Touch (3 / day) - The Alicorn touches another creature with its horn. The target magically regains 2d8 + 2 hit points. In addition, the touch removes all diseases in neutralizes all poisons affecting the target
Teleport (1 / day) - The Alicorn magically teleports itself and up to three willing creatures you can see within 5 feet of it, along with any equipment they’re wearing or carrying, to a location the Alicorn is familiar with, up to 1 mile away.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
The Alicorn 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 creatures turn. The unicorn regains spent legendary actions at the start of its turn
Hooves - The unicorn makes one attack with it’s hooves
Shimmering Shield (Costs 2 actions) - The Alicorn creates a shimmering, magical field around it self or another creature can see within 60 feet of it. The target gains a + 2 bonus to AC until the end of the Alicorn’s next turn
Heal Self (Costs 3 Actions) - The Alicorn magically regains 2d8 + 2 hit points
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
An Alicorn is a unicorn with wings
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.
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