Alicorn (5e Creature)

Alicorn

Large celestial, lawful good


Armor Class 12
Hit Points 67 (9d10 + 18)
Speed 50 ft., fly 50 ft.


STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3)

Damage Immunities poison
Condition Immunities charmed, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Celestial, Elvish, Sylvan, telepathy 60 ft.
Challenge 5 (1,800 XP)


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 alicorn 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 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.

Healing Touch (3/Day). The alicorn touches another creature with its 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). 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.

LEGENDARY ACTIONS

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 alicorn's next turn.
Heal Self (Costs 3 Actions). The alicorn magically regains 11 (2d8 + 2) hit points.

A unicorn with the winged creature template applied to it.


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gollark: Wait, no, that would be fine actually, I can make that do things.
gollark: Doesn't make sense. Imagine if someone made a contract thing for your fractional krist somehow; you paid it 1KST and got 100cKST out. How do the fees work?
gollark: I'm not sure how to usefully implement a fee without breaking all things ever horribly.
gollark: I can impose memory/CPU limits per-"contract" but NOT easily stop people making 189621782638 evil contracts.
gollark: That is a problem I suppose, yes.
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