Large Fiend, Lawful Evil
Armor Class 12
Hit Points 67 (9d10 + 18)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
16 (+3)
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Elvish, Infernal, Sylvan, Telepathy 60 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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

At will: detect evil and good, disguise self,druidcraft

1/day each: confusion, dispel evil and good, [Tooltip Not Found]

Magic Resistance. The bicorn has advantage on saving throws against spells and other magical effects.

Magic Weapons. The bicorn's weapon attacks are magical.

Actions

Multiattack. The bicorn 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 (2d6 + 4) bludgeoning damage.

Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d8 + 4) piercing damage.

Poison Touch (2/Day). The bicorn touches another creature with its horn. The target takes 10 (2d8) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next long rest. Until this poison ends, the target is deafened. The target can repeat the saving throw at the end of each of its short rests, ending the poison on itself on a success.

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

Legendary Actions

The bicorn 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 bicorn regains spent legendary actions at the start of its turn.

Hooves. The bicorn makes one attack with its hooves.

Baneful Smog (Costs 2 Actions). The bicorn creates a hazy, magical field around another creature it can see within 60 feet of it. Whenever the target makes an attack roll or saving throw, until the end of the bicorn's next turn, the target must subtract 2 from the attack roll or saving throw. 

Siphoning Stab (Costs 3 Actions). The bicorn makes one attack with its horns. On a hit, the target takes an addition 12 (3d6) poison damage, and the bicorn regains hit points equal to half the amount of poison damage dealt. 

Lair and Lair Actions

A Bicorn’s Lair

A bicorn’s lair might be an ancient ruin overgrown with fungus, a foggy cragg filled with swampy willows, a moss-covered hilltop riddled with graves and corpses, or some other sickening woodland location.

Regional Effects

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

  • Water of nonmagical nature is evaporated within the bicorn’s domain. Waterskins, jugs, barrles, and other containers dry up, but moisture in food, such as fruit, is unaffected.
  • Creatures native to the bicorn’s domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.
  • When another evil-aligned creature casts a spell or uses a magical effect that causes another creature to take poison damage, the target takes the maximum number of hit points possible for the spell or effect.
  • Curses affecting any evil-aligned creature are suppressed.

If the bicorn dies, these effects end immediately.

Habitat: Forest

MiryCypress

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