Large Celestial, Any Chaotic Alignment
Armor Class 12
Hit Points 126 (10d12 + 39)
Speed 90 ft., Walk 60 ft.
STR
18 (+4)
DEX
15 (+2)
CON
14 (+2)
INT
16 (+3)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws DEX +6, WIS +7, CHA +7
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft. , Passive Perception 16
Languages Celestial, Common, Elvish, Sylvan, Telepathy 60 ft. Sylvan, Celestial, Elvish, Telepathy 60 ft., Common
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Charge. If the alicorn moves at least 20 ft. 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 Attacks: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) piercing damage.

Horn. Melee Weapon Attacks: +7 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage. 

Healing Touch (3/day). The alicorn touchs another creature with its horn. The target magically regains 11 (2d8 + 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 ft. of it, along with any equipment they are wearing or carrying, to a location the alicorn is familiar with, up to 1 mile away.

Legendary Actions

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. 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 ft. 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. 

 

Description

Descendent of a Unicorn and a Pegasus. Usually is white or blondish gold or silver. Has huge feathery white, gold, or silver wings and a spiraling horn. 

Habitat: ForestGrasslandHillMountain

Joel2C

Comments

Posts Quoted:
Reply
Clear All Quotes