Large Fey, Neutral Evil
Armor Class 12
Hit Points 67 (9d10 + 18)
Speed 50 ft.
STR
16 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
18 (+4)
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Infernal, Sylvan, Telepathy 60 ft.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Charge. If the bloodicorn 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 10 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

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

At will: disguise self, minor illusion, pass without trace

1/day each: calm emotions, hold person, entangle

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

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

Actions

Multiattack. The bloodicorn 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: 10 (2d6 + 3) bludgeoning damage.

Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

BIte. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 3) piercing damage.

Rainbow Vision (3/Day). The bloodicorn can project a rainbow from it’s horn in a 30’ cone. Anyone caught within the rainbow must make a DC 15 Wisdom saving throw or be under the effect of a charm person spell.

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

Legendary Actions

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

BIte. The bloodicorn makes one bite attack.

Terror Vissage (Costs 2 Actions). The bloodicorn reveals it’s true nature to one target within 60 feet of it. The target makes a DC 15 wisdom saving throw or becomes afraid of it for one minute. The target can not move closer to the bloodicorn for the duration.

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

Description

A bloodicorn is the evil counterpart to the unicorn. In it’s natural form, it looks like a parody of a unicorn.  An emanciated black horse with a spiraling horn located in the head. Where a unicorn’s horn and hooves are of a silvery color, a bloodicorn’s horn and hooves are black with streaks of blood red. It’s eyes are fiery red, and it’s mouth is full of sharp jagged teeth streaked with blood. A bloodicorn is able to use disguise self at will to make itself look like a unicorn. Along with it’s innate spellcasting and other magical abilities, it is able to lull it’s targets into a false sense of calm before viciously attacking. A bloodicorn’s favorite meal is the hearts of virgins.

Habitat: Forest

Cogura