Large Monstrosity, Chaotic Evil
Armor Class 16 Natural Armor
Hit Points 110 (13d10)
Speed 50 ft.
STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
8 (-1)
WIS
14 (+2)
CHA
6 (-2)
Saving Throws STR +6, DEX +7
Skills Acrobatics +10, Athletics +9
Damage Resistances Bludgeoning, Cold, Lightning, Poison
Damage Immunities Force
Senses Darkvision 60 ft., Passive Perception 12
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Form Change. Co De can use its bonus action to change forms between a fused state and an unfused state. When it changes from Fused to Unfused, it splits its HP in half and gives the hp to each creature. When going from Unfused to Fused, the creature adds both hp values together for the fused creature. Both forms have the same speed, resistances, and armor class, but the Unfused form has its critical threat ranged changed to 19-20

(Unfused) Twin. While in it's unfused state, Co De counts as 2 entities (a black half and white half). Both halves use the creatures starting initiative, but they both get a full turn in combat.

(Unfused) Discord and Harmony. While unfused, the black half absorbs necrotic damage as health, but is vulnerable to radiant damage. The white half absorbs radiant damage as health, but is vulnerable to necrotic damage.

(Fused) Innate Spellcasting. Co De's innate spellcasting ability is wisdom (spell save DC 14). While in the fused state, the Co De can innately cast the following spells, requiring no material components:
3/day each: darkness, guiding bolt, dominate beast

(Fused) Regenerate. At the end of each of its turns in the fused state, Co De regenerates 5 points of health.

Charge. If Co De moves at least 30 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 dexterity saving throw or be knocked prone.

Airstrider. Code can run it's full movement along the air as if flying, though it must start and end the movement on the ground.

Actions

Multiattack. Co De can make 2 attacks with it's hooves, or 1 of its other attacks.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 5 (1d4 + 3) bludgeoning damage. 

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 5 (1d8 + 3) piercing or slashing damage. 

(Fused) Lord of the Equine (Recharge 6). Co De screeches discordantly. All creatures within a 30 foot radius must pass a DC 13 constitution saving throw or be knocked back 2 feet for ever 1 point until the DC they rolled and knocked prone. In 1d4 turns, 2 Riding Horses will spawn to assist Co De in combat. 

Description

Co De appears to be a unicorn half black and half white. It can split itself in half into just the white and black portions, which defy physics and continue to run around and attack as if they were still balancing each other. 

Habitat: Grassland

Girandose

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