Large Celestial, Neutral Good
Armor Class 15 (natural armor)
Hit Points 182 (14d10 + 42)
Speed 60 ft., Fly 90 ft.
STR
20 (+5)
DEX
16 (+3)
CON
16 (+3)
INT
11 (+0)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws DEX +7, WIS +8, CHA +8
Skills Acrobatics +7, Nature +5, Perception +8
Damage Immunities Poison, Radiant
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Truesight 60 ft., Passive Perception 18
Languages Celestial, Elvish, Sylvan, Telepathy 60 ft.
Challenge 9 (5,000 XP)
Proficiency Bonus +4
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 17 Strength saving throw or be knocked prone.

Flyby. The alicorn doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Innate Spellcasting. The alicorn's innate spellcasting ability is Charisma (spell save DC 16). The unicorn can innately cast the following spells, requiring no components:

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

3/day each: calm emotions, entangle, silence, zone of truth

1/day each: dawn, dispel evil and good, forbiddance

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: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Healing Touch (3/Day). The alicorn touches another creature with its horn. The target magically regains 13 (2d8 + 4) 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 six willing creatures it can see within 10 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 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 13 (2d8 + 4) hit points.

Description

An alicorn is a mix between a unicorn and a pegasus, usually created by a god or other incredibly powerful celestial. They tend to behave similarly to unicorns, but believe themselves to be much more regal and willing to interact with civilization.

Lair and Lair Actions

An Alicorn’s Lair

An alicorn's lair can be anywhere where a unicorn or pegasus might make its home, although they occasionally stray from the woodlands into abandoned settlements, their favorites being castles and ghost towns.

Lair Actions

On initiative count 20 (losing initiative ties), the alicorn takes a lair action to cause one of the following effects; the alicorn can’t use the same effect two rounds in a row:

  • A blast of radiant energy goes out in a 60-foot radius centered on the alicorn. All evil-aligned creatures within the radius must make a DC 15 Wisdom saving throw, taking 14 (4d6) radiant damage on a failed save, or half as much on a successful one.
  • The alicorn chooses up to three creatures that it can see. Each one must make a DC 15 Constitution saving throw or be blinded until initiative 20 on the next turn.
  • The alicorn targets up to one target that it can see with dispel magic.

Regional Effects

Transformed by the creature’s celestial presence, the domain of a alicorn might include any of the following magical effects:

  • Open flames of a nonmagical nature are extinguished within the alicorn’s domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
  • Creatures native to the alicorn’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.
  • Fiends, undead, and evil-aligned elementals or aberrations have disadvantage on all Wisdom (Perception) and Intelligence (Investigation) checks, and they cannot regain hit points.

If the alicorn dies, these effects end immediately.

Habitat: Forest

B_T_Fox

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