Primal WereAlicorn magic: Any and all spells that are used by this werewolf both increase in power range and even area of effect.
Passive Magic: All attacks used by the WereAlicorn are magically influenced.
Innate Spells:
At Will: Detect evil and good, Druidcraft, Pass without trace
1/day: Calm emotions, dispel evil and good, Entangle
Healing Touch 3/day
Teleport 1/day
Multi-attack: May attack three times wasting your action and movement turn.
Bite: May bite anything within 5ft radius causing 3d9 of magical damage and causing piercing damage may also have a chance of causing lycanthropy if werealicorn rolls a d20 and lands at least a 12 causes 2d6 of poison damage for three turns before the curse sets in.
claw: May swing its claws in a 10ft radius around itself causing 6d9 of magical cutting damage.
Magic Manipulation: May overcharge any known magical spell it knows which may be used as an attack or even to support someone roll a 3d20 1d20 to see how magically powerful it is the range and even the area of effect (careful may be able to heal enemies if not careful).
Fly: The WereAlicorn may lift itself up using its wings and fly
Grab: May pick stuff up with its claws both its feet and even it's hands.
Whenever the Werealicorn sees anyone, it knows it will run around in a circle jumping up and down and even trying to jump on them.
With people they do not know they will show open aggression but will not attack unless provoked.
The werealicorn may take three 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 wereAlicorn regains spent legendary actions at the start of its turn.
Shimmering Shield (costs 2 Actions). The werealicorn 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 unicorn's next turn. (May be able to overcharge its spell)
Heal Self (cost 3 Actions). The werealicorn magically regains 11 (2d8+2) hit points. (May be able to overcharge its spell)
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