Large Fiend, Lawful Evil
Armor Class 14
Hit Points 90 (12d10 + 24)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws STR +7, WIS +6
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Abyssal, Deep Speech, Elvish, Infernal, Telepathy 60 ft.
Challenge 6 (2,300 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 bicorn can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft, pass without trace

1/day each: cause fear, dispel evil and good, Sickening Radiance

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 three attacks: one with its hooves, one with its bite and one with its horns

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

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

Bicorn will attempt to grapple if bite lands on target DC 14

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

Decaying Touch (3/Day). The bicorn touches another creature with its horns. The target magically loses 20 (4d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

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.

Bite. The bicorn makes one attack with its bite.

Draining Shield (Costs 2 Actions). The bicorn creates a dark and cold, magical field around itself or another creature it can see within 60 feet of it. Gains the Armor of Agathys spell casted at level 4

Heal Self (Costs 3 Actions). The bicorn magically regains 11 (2d8 + 2) hit points.

Mythic Actions

Rip Flesh: If the bicorn is grappling a "good husband or wife" in its mouth the bicorn can attempt to rip off the creatures arm and eat it, the target must make a dc 15 strength check or lose an arm. (don't have to us this)

Description

Unlike its more pure counterpart the Bicorn is a being of pure corruption. The Bicorn is know to eat the pure of heart like good husbands and only granting an audience to those corrupt of heart. Those who live by the seven deadly sins can befriend such a creature. (Monster inspired by delicious in dungeon)

Lair and Lair Actions

A Bicorn’s Lair

A bicorn’s lair might be an ancient ruin overgrown with vines, a smoggy clearing surrounded by rotting oaks, a dead and baron valley alive with wasps, or some other dreary dead location.

Regional Effects

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

  • Open flames of a nonmagical nature are extinguished within the bicorn’s domain. Torches and campfires refuse to burn, but closed lanterns are 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 a evil-aligned creature casts a spell or uses a magical effect that causes another evil-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
  • Curses affecting any evil-aligned creature are suppressed.
  • All drinkable water is contaminated poisoning anyone who drinks it 

If the bicorn dies, these effects end immediately. However its horn can be used to bring about these effects by applying the effects on whatever it touches.

Jack7053

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