Charge. If Confetticorn 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. Confetticorn’s innate spellcasting ability is Charisma (spell save DC 16). Confetticorn 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
Magic Resistance. Confetticorn has advantage on saving throws against spells and other magical effects.
Magic Weapons. Confetticorn’s weapon attacks are magical.
Multiattack. Confetticorn makes two attacks: one with her hooves and one with her 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.
Healing Touch (3/Day). Confetticorn touches another creature with her horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Teleport (1/Day). Confetticorn magically teleports herself and up to three willing creatures she can see within 5 feet of her, along with any equipment they are wearing or carrying, to a location Confetticorn is familiar with, up to 1 mile away.
Confetticorn 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. Confetticorn regains spent legendary actions at the start of her turn.
Hooves. Confetticorn makes one attack with her hooves.
Shimmering Shield (Costs 2 Actions). Confetticorn creates a shimmering, magical field around herself or another creature she can see within 60 feet of it. The target gains a +2 bonus to AC until the end of Confetticorn’s next turn.
Heal Self (Costs 3 Actions). Confetticorn magically regains 11 (2d8 + 2) hit points.
Description
A deep lavender-hued horse with a horn. This celestial being is unlike other unicorns. Her mane and tail are a vibrant, sparkling rainbow reminding all who see her of party confetti. Legend has it, meeting her is so rare that if you do happen to see her; she will challenge you to a duel. Winning will grant you a glorious boon. However, should you lay waste to her glorious existence and attack her first, you will be forever cursed. No mortal magic, and most Celestial boons have ever been able to relinquish her curse. So, what will it be? Do you approach her as friend or foe?
Previous Versions
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7/17/2026 7:36:30 PM
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Coming Soon
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