Large Celestial, Neutral Evil
Armor Class 12
Hit Points 85 (10d10 + 30)
Speed 45 ft.
STR
20 (+5)
DEX
14 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
15 (+2)
CHA
16 (+3)
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 13
Languages Elvish, Infernal, Sylvan, Telepathy 60 ft.
Challenge 7 (2,900 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: Fear, dispel evil and good, Bane

Magic Resistance. The Bicornhas advantage on saving throws against spells and other magical effects.

Magic Weapons. The Bicorn's weapon attacks are magical.

Actions

Multiattack. The Bicorn 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.

Horns. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 5) piercing damage.

Inflict Wounds (3/Day). When the Bicorn makes an attack using its horn may channel negative energy through it, dealing an additional 5D10 necrotic damage.

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.

Hooves. The Bicorn makes one attack with its hooves.

Shimmering Shield (Costs 2 Actions). The Bicorn 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 Bicorn's next turn.

Regenerate (Costs 3 Actions). The Bicorn magically regains 11 (2d8 + 2) hit points.

Lair and Lair Actions

Appearance

Bicorns are equine monsters closely related to Bicorns. They possess a coat and mane colored jet black. Though larger than standard unicorns, they are lean and strong with an energetic aura about them. One characteristic that physically differentiates them from unicorns is that they have two horns facing backwards instead of one.

Behavior and legends 

it is said that unlike Bicorns, bicorns hate "purity" preferring death, undeath and corruption. They can be often founded in blighted Forests, ancient burial mounds or In the service of a death night.
Bicorns are aggressive monsters and are known to eat people at times. One Legend is that they only eat virtuous husbands.

A Bicorn’s Lair

A bicorn’s lair might be an ancient ruin overgrown with fungus, a foggy cragg filled with swampy willows, a moss-covered hilltop riddled with graves and corpses, or some other sickening woodland location.

Regional Effects

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

  • At night the domain is covered in a cold fog which obscures vision providing half cover at 30' and full cover at 60' and which is accompanied with a biting cold.
  • Plant life grows twisted with menacing thorns, as they darken and harden losing many of their leaves.
  • Creatures native to the bicorn’s domain Become more aggressive, well hunting or stocking their prey; they have advantage on all Dexterity (Stealth) checks made to hide.
  • Creatures which die within their domain have a 10% chance of being raised as undead the next sunset.
  • Curses affecting any evil-aligned creature are suppressed.

If Bicorn dives the magical effects will and immediately but the changes to the environment will take many years to heal.

Habitat: Forest

NRed

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