Fallen Alicorn

Fey creatures have no true free will, being bound to the innate desires of their court. Even fey that would be considered 'evil' have reasons and motivations for their actions in line with their court. The alicorn, or 'winged unicorns', are rare champions of their fey courts, either warm hearted defenders of weaker creatures, or cold predators of the weak and unworthy.

Fallen Fey. Broken from their court and capable of true, independant actions, these creatures are a selfish, uncaring blight on whatever lands they might walk upon. When an alicorn gains free will it certainly turns to senseless violence and domination. While not unthinking, the fallen alicorn has few motives beyond exercising its considerable power and destroying all those that would challenge its control of its chosen territory.

Hidden Forms. An alicorn's illusions have it oft mistaken for a lesser creature. However, opponents that see through the disguise see the natural form of an alicorn, much like a unicorn of deepest black, it does not yet betray its considerable power. Only when pushed beyond its mundane limits does the true, cosmic form of an alicorn reveal itself. Prismatic lights play along the horn and mane of the creature as wings like tears in space unfurl. Taking to the skies, the arcane power of this creature is unleashed.



Fallen Alicorn

Large fey, chaotic evil


  • Armor Class Natural Form 12 (natural armour), Cosmic Form 16 (natural armour)
  • Hit Points Natural Form 90 (12d10+24), Cosmic Form 90 (12d10+24)
  • Speed Natural Form 60ft., Cosmic Form 60ft., fly 90ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3)

  • Damage Immunities poison
  • Condition Immunities charmed, paralysed, poison
  • Senses darkvision 60ft., passive Perception 13
  • Languages Abyssal, Celestial, Elvish, Sylvan, telepathy 60ft.
  • Challenge Paragon 6 (4600 XP), 2 Creatures

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.

False Appearance [Natural Form]. The alicorn can choose to appear indistinguishable from a horse or unicorn. A DC 20 Inteligence (Investigation) check allows the creature to see the alicorns natural form.

Innate Spellcasting [Cosmic Form]. The alicorn's innate spellcasting ability is Charisma (spell attack bonus +6, spell save DC 14). The unicorn can innately cast the following spells, requiring no components:

At will: chromatic orb, disguise self, dispel magic, dominate beast

3/day each: faerie fire, ray of enfeeblement

1/day each: dominate person, hypnotic pattern, shadow of moil

Magic Resistance [Cosmic Form]. The alicorn has advantage on saving throws against spells and other magical effects.

Magic Weapons [Cosmic Form]. The alicorn's weapon attacks are magical.

Actions

Multiattack [Natural Form]. The alicorn makes three attacks: one with its horn, and two with its hooves.

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.

Paragon Traits

Paragon Foritude. The alicorn has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to onle one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the alicorn end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all of the hit point pools are reduced to zero, the alicorn is killed.

Paragon Fury. The alicorn may take one additional turn in each round of combat for each of its hit point pools that have been reduced to zero. The alicorn determines initative normally for its first turn, though it gains advantage on the roll. Each subsequent turn the alicorn gains is inserted immediately after any one PC's turn in the initative order.

Paragon Transformation. The alicorn has multiple forms, each corresponding to one of the alicorn's hit point pools. It begins the battle in its primary form. When that form's hit point pool has been reduced to zero, it assumes its next form immediately. Statistics, traits, or actions keyed to a specific form are only used when the alicorn is in that form.