Large Celestial, Any Alignment
Armor Class 14 Natural
Hit Points 67 (10d10 + 18)
Speed 50 ft., Fly 90 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
11 (+0)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws DEX +7, WIS +6, CHA +6
Skills Perception +7, Persuasion +7
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft, Passive Perception 13
Languages Celestial, Common, Elvish, Sylvan, Telepathy 60 ft
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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

At will:  detect evil and good, druidcraft, pass without trace
1/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

Multiattack. The alicorn 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: 11 (2d8 + 4) bludgeoning damage.

Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 4) piercing damage.

Healing Touch (3/Day). The alicorn touches another creature with its horn. The target magically regains 11 (2d10 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

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

Bonus 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 creature's turn. The alicorn regains spent legendary actions at the start of its turn.

Hooves. The alicorn makes one attack with its hooves. +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 4) bludgeoning damage.
Healing Touch (3/Day). The alicorn touches another creature with its horn. The target magically regains 11 (2d10 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Shimmering Shield (Costs 2 Actions). The alicorn creates a shimmering, magical field around itself or another creature it 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 11 (2d10 + 2) hit points

Reactions

Hooves. Is triggered by you striking it with a melee weapon.  +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 4) bludgeoning damage.

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 creature's turn. The alicorn regains spent legendary actions at the start of its turn.

Hooves. The alicorn makes one attack with its hooves.
Shimmering Shield (Costs 2 Actions). The alicorn creates a shimmering, magical field around itself or another creature it 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 11 (2d8 + 2) hit points

Mythic Actions

Mythical Form (Costs 2 Actions). When it hits zero HP, it gains a shimmering shield of purity and regains both 38 HP and 38 Temp HP. When in Mythical form, it gains the ability to cast Moonbeam, which will heal the Alicorn if it stays within the effect. It also gains the ability to use their Hooves attack and move up to its fly speed without provoking a leg action

Description

The Alicorn is a horned pegasus, and unlike their cousins the Unicorn and the Pegasus they can come in a variety of colors. Alicorn's can be found most anywhere it seems, when compared to their cousins the Pegasi and the Unicorn, whom can be found mostly in forests, grasslands or hill regions.
Unrelated to the horses it resembles, a unicorn is a celestial heritage creature that can be found most often wanders sylvan realms, and can sometimes be spotted soaring through the skies, a vision of grace and majesty, similar to that of their Pegasus cousins; though they are no where near as shy or skittish as a Pegasi.
An Alicorn’s brow sports a single spiraling horn of colored ivory, whose magical touch can heal the sick and the injured. Its ears catch the words and whispers of the creatures that share its domain, and it knows the tongues of elves and sylvan folk. Unicorns allow good-hearted creatures to enter their woods to hunt or gather food, but they hold evil ever at bay. Foul-hearted creatures seldom leave an Alicorn’s domain alive.

Sacred Horns. An Alicorn’s horn is the focus of its power, a shard of divine magic wrought into their spiraled horns. Wands of Alicorn horn channel powerful magic, while Alicorn horn weapons strike with divine force. Wizards can work powdered Alicorn horn into potent potions and scroll ink, or use it as a component in eldritch rituals. However, unlike their cousins the Unicorn, unless they have been selected by the gods than there will be no divine retribution for killing an Alicorn.

Blessed/Noble Mounts. When great darkness and evil threaten to overwhelm the mortal world, the gods sometimes see fit to pair an Alicorn mount with a champion, similar to that of the Unicorn; only this champion has proven themselves before. A Paladin astride an Alicorn is a sign of the gods’ direct intervention in the affairs of the mortal realm. It is a holy alliance made to cleave the heads from demons and banish devils back to the Nine Hells.
As long as the troubled times of darkness persist, the Alicorn stays by the champion, its horn shining brightly to drive back the night. However, if the gods’ champion falls from grace or turns from the cause of righteousness and good, the Alicorn departs, never to return.
Alicorn's are also highly prized as swift and reliable steeds, being faster and less temperamental than griffons, hippogriffs, and wyverns. However, these wild and shy creatures are as intelligent as humanoids, and so can’t be traditionally broken and tamed. Alicorn's must be persuaded to serve as a mount, but when it does so, it forges a life-long bond with its new companion.

Divine Guardians. Good deities sometimes send Alicorn's to ward away evil and preserve and protect sacred places. Most Alicorns protect a bounded realm such as an enchanted forest. However, the gods sometimes send an Alicorn to guard sacred artifacts or protect specific creatures. When the forces of darkness strike against an individual the gods wish to protect, they might send that individual to an Alicorn’s forest, where evil creatures pursue at their peril.
Alicorns most often serve deities of the forest and woodlands, including the gods of benevolent fey. Although all Alicorns have natural healing power, some serve the gods in greater capacities, performing miracles normally reserved for high priests. This does not mean you will never find an Alicorn that has been touched by evil and darkness, they are considered by the gods to be of celestial birthright, however unless they prove themselves they are not allowed into the heavens.

Forest Lords. An Alicorn’s forest is a celestial realm where nothing that occurs beneath the sun-dappled leaves escapes the creature’s notice. An Alicorn hears each breathy tune sung by the elves that reside amid the treetops. It senses where every caterpillar spins its cocoon, each leaf and branch upon which a bright butterfly rests its tired wings.
In an Alicorn’s forest, a sense of calm pervades. From wolves and foxes to birds, squirrels, and tiny insects, the creatures of an Alicorn’s domain seem quite tame. Pixies, sprites, satyrs, dryads, and other normally mercurial fey loyally serve an Alicorn when they dwell within its woods. Under a unicorn’s protection, creatures feel safe from the threat of encroaching civilization and the insidious spread of evil.
An Alicorn roams its domain constantly, moving ever so carefully so as not to disturb other denizens. A creature might catch a passing glimpse of the Alicorn then suddenly see nothing but the wild woods.

Alicorn Nests. Alicorn's nests can be in hard-to-reach or find locations, and give birth to live young. Sometimes Alicorn's are allowed to participate in the Unicorn's mating

Lair and Lair Actions

Any Good-alignment Alicorn’s Lair
These Alicorn’s lair's might be an ancient ruin overgrown with vines, a misty clearing surrounded by mighty oaks, a flower-covered hilltop alive with butterflies, or some other serene woodland location.

Regional Effects
Transformed by the creature’s celestial presence, the domain of an Alicorn might include any of the following magical effects:

Open flames of a nonmagical nature are extinguished within the unicorn’s domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
Creatures native to the unicorn’s domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.
When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
Curses affecting any good-aligned creature are suppressed.
The air is warmed or cooled so that any good-aligned creature is kept at their most comfortable.
The area is kept oddly green and alive during the winter season.
If the Alicorn dies, these effects end immediately.

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Habitat: CoastalDesertForestGrasslandHillMountain

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