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),
Unit 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). It 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. The alicorn has advantage on saving
throws against spells and other magical effects.
Magic Weapons. The alicorn’s weapon attacks
are magical.
Actions
Multiattack. The alicorn makes one attack with its
hooves and one attack 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.
Healing Touch (3/Day). The alicorn touches another
creature with its horn. The target magically restores
11 (2d8 + 2) hit points. In addition, the touch
removes all diseases and neutralizes all poisons
afflicting the target.
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 alicorn is
familiar with, up to 1 mile away.
Description
The breath taking lord of the skies, a vision of grace and majesty.
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