| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 14 | +2 | +2 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 17 | +3 | +3 |
| CHA | 16 | +3 | +3 |
Runes of Fire & Wrath. Caelithorne’s attacks count as magical.
Aura of Flame. Any enemy that starts its turn within 5 feet of Caelithorne takes 5 fire damage.
Rune Reversal (1/day). When Caelithorne is targeted by a spell of 3rd level or lower, it can use its reaction to automatically counterspell the effect.
Magic Resistance. Caelithorne has advantage on saving throws against spells and other magical effects.
Multiattack. Caelithorne makes two attacks: one with its hooves and one with its horn.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) bludgeoning damage plus 7 (2d6) fire damage.
Bloodhorn (Horn). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) piercing damage plus 7 (2d6) fire damage.
Flarehorn Charge (Recharge 5–6). If Caelithorne moves at least 20 feet straight toward a target and then hits it with a Bloodhorn attack on the same turn, the target takes an extra 14 (4d6) piercing damage. Additionally, the target is affected by Hellish Rebuke (cast at 2nd level, DC 14).
Ignite Horn (Recharge 4–6). Caelithorne wreathed its horn in flame until the end of its turn. Its next Bloodhorn attack deals an additional 10 (3d6) fire damage.
Flame Step. Caelithorne magically teleports up to 30 feet to an unoccupied space it can see, leaving behind a burst of flame. Each creature within 5 feet of the space it left must make a DC 14 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much on a success.
Rune Reversal (1/day). (already included) – Auto-counter a spell of 3rd level or lower.
Fiery Vengeance. When a creature within 10 ft. hits Caelithorne with a melee attack, it can unleash a burst of flame. The attacker must succeed on a DC 14 Dexterity saving throw or take 9 (2d8) fire damage.
Horn Parry. When a creature Caelithorne can see makes a melee attack roll against it, Caelithorne adds +3 to its AC against that attack. If the attack misses, the attacker takes 5 piercing damage from a deflecting jab of the horn.
Legendary Actions (Optional)
Caelithorne can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.
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Fiery Stomp. Caelithorne stomps, causing each enemy within 10 ft. to make a DC 14 Dexterity saving throw or take 7 (2d6) fire damage.
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Runic Glare. Caelithorne targets a creature it can see within 30 ft.; the target must succeed on a DC 14 Wisdom saving throw or have disadvantage on its next attack roll before the end of its next turn.
Description
Once a radiant unicorn of celestial grace, Caelithorne was marked by ancient runes of fire and wrath. These runes burned away its purity, twisting its horn into a searing weapon of flame. Now, where it gallops, scorched earth follows, and its mane crackles with embers.
Legends say Caelithorne was bound by infernal pacts, its horn inscribed with runes that draw power from both Celestial and Infernal realms. It is neither wholly good nor evil—chaotic wrath embodied in equine form.
Unlike its unicorn kin, Caelithorne does not bless or heal. Instead, it burns away weakness, seeking strength in battle. Warriors and cultists alike hunt for a glimpse of its fiery form, believing to slay it—or to win its allegiance—is to wield the fury of living flame.
Appearance. Caelithorne resembles a towering unicorn with a hide the color of ash and veins that glow like molten cracks in stone. Its horn is blackened and jagged, pulsing with ember-red light, while its hooves leave behind trails of smoldering fire.
Behavior. It is unpredictable and wrathful, charging down foes with fiery fury. Yet, deep in its heart, remnants of celestial nobility flicker—rarely, it spares those it deems honorable in combat.
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