Large Celestial, Lawful Good
Armor Class 12
Hit Points 67 (9d10 + 18)
Speed 60 ft., Fly 90 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
11 (+0)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws DEX +5, WIS +6, CHA +6
Skills Perception +6
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 16
Languages Celestial, Common, 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). 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 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 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 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.

Habitat: Forest

anamnesis007

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