Large Celestial, Lawful Good
Armor Class 12 Natural Armor
Hit Points 67 (9d10 + 8)
Speed 50 ft., Fly 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
16 (+3)
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Passive Perception 20
Languages Celestial, Elvish, Sylvan, Telepathy 60 ft Celestial, Elvish, Sylvian, telepathy 60 ft
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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

Actions

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.

Bonus Actions

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

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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

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

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.

RanaStarstriker

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