Large Celestial, Lawful Good
Armor Class 13
Hit Points 76 (9d10 + 27)
Speed 60 ft., Fly 90 ft.
STR
19 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
11 (+0)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws DEX +6, WIS +6, CHA +6
Skills Perception +6
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Truesight 60 ft., Passive Perception 16
Languages Celestial, 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). It 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 one attack with its hooves and one attack with its horn.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Healing Touch (3/Day). The alicorn touches another creature with its horn. The target magically restores 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 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.

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.

Prismatic Barrier (Costs 2 Actions). The alicorn creates a prismatic, 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 restores 11 (2d8 + 2) hit points.

Description

Natives of Arcadia, the winged unicorn (not to be confused with the horned pegasus) can be summoned by a particularly devout paladin to serve as their mount. They do not particularly like the Mundane World, but they enjoy and find satisfaction in hunting evil and chaos. They will serve as mount and companion to a holy knight only so long as it brings the opportunity to smash evil, a sport they are denied on their home plane.

The_Hidden

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