Divine Might. The Alicorn's weapon attacks are magical, and deal an additional 18(4d8) radiant damage on hit (included in attack descriptions).
Charge. If the Alicorn moves at least 20 feet straight towards a target and successfully hits them with a horn attack in the same turn, the target takes an extra 14(2d12) points of piercing damage. If the target is a creature, it must succeed on a DC20 strength saving throw or be knocked prone.
Innate Spellcasting. The Alicorn's innate spellcasting ability is Charisma (spell save DC 24). They can innately cast the following spells, requiring no components:
At will: detect evil and good, detect magic, druidcraft, entangle, pass without trace
3/day each: calm emotions, dispel evil and good, wall of thorns
1/day: revivify
Legendary Resistance (3/Day). If the Alicorn fails a saving throw, they can choose to succeed instead.
Limited Magical Immunity. The Alicorn cannot be affected or detected by spells of the 4th level or lower unless the Alicorn wishes to be. They have advantage on saving throws against all spells and magical effects.
Shape Change. As an action the Alicorn may transform into a humanoid. They may take on the face of any race, but will always have some sign of their Celestial nature showing (Interpretation is up to DM). Their statistics remain the same in this form, except for their size, any equipment they are wearing or carrying transforms with them or is worn by their new form(their choice). They may change back to their original form at will or when they drop to 0 hp.
Multiattack. The Alicorn can use its Blinding Grace. It then makes 2 attacks, one with its horn and one with its hooves.
Horn. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 18 (4d8) radiant damage.
Hooves. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 18 (4d8) radiant damage.
Blinding Grace. The Alicorn spreads its wings and shines from it's Celestial might. Each creature of the Alicorn's choice that is within 120 feet of the Alicorn and aware of it must succeed on a DC 24 Wisdom saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Alicorn's Blinding Grace for the next 24 hours.
Healing Touch (3/day). The Alicorn touches another creature with their horn. The target magically regains 32 (4d12 + 6) hit points. In additions the creature is cured of any conditions and diseases it had.
Teleport. The Alicorn magically teleports themselves and up to eight willing creatures they can see within 10ft of them, along with any equipment they are wearing or carrying, to a location of the Alicorn's choice, the Alicorn must be familiar with the location, and it must be on the same plane of existence.
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.
Horn. The Alicorn uses their horn attack, or their healing touch(if available).
Shimmering Shield (Costs 2 Actions). The Alicorn creates a shimmering, divine field around up to three creatures they can see within 60 feet of themselves. Targets gain a +2 bonus to AC and to all saving throws until the end of The Alicorn's next turn.
Heal Self (Costs 3 Actions). The Alicorn magically regains 26 (4d12) hit points, and ends any conditions, curses, or diseases affecting them.
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