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 unicorn 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, shield of faith, leomund's tiny hut
1/month each: mordenkainen's magnificent mansion
Magic Resistance. The alicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons. The alicorn's weapon attacks are magical.
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.
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 unicorn is familiar with, up to 1 mile away.
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.
Hooves. The alicorn makes one attack with its hooves.
Shimmering Shield (Costs 2 Actions). The alicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.
Heal Self (Costs 3 Actions). The alicorn magically regains 11 (2d8 + 2) hit points.
Description
While Unicorns are bound to the ground and Pegasus are blessed to forever rule the skies, the Alicorn, is a rare combination of both. Born to serve gods and the purest of humans, the Alicorn rules both the skies and the earth, conquering all that do not belong or serve bad intentions. An Alicorn is perhaps the best companion any living thing could ever have.
Lair and Lair Actions
An Alicorn's Lair
An alicorn lair might be an ancient ruin overgrown with vines, a location hidden in the clouds, a flower-covered hilltop alive with butterflies, or even the lair or the entire domin of its Companion.
Regional Effects
Transformed by the creature’s celestial presence, the domain of an alicorn might include any of the following magical effects:
- Open flames of a nonmagical nature are extinguished within the alicorn’s domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
- Creatures native to the alicorn’s domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.
- When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
- Curses affecting any good-aligned creature are suppressed.
- Evil creatures loose 1d4 Hit Points every hour they are on the alicorn's land.
- All Good or Neutral Aligned creatures gain a flying speed of 10ft and are always unexplicably happy and joyus gaining advantage against being frightened.
If the alicorn dies, these effects end immediately.
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