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Alicorn CR: 3

Large celestial, neutral good
Armor Class: 12
Hit Points: 65
Speed: 60 ft , fly: 90 ft

STR

18 +4

DEX

15 +2

CON

16 +3

INT

10 +0

WIS

16 +3

CHA

14 +2

Saving Throws: Dex +4, Wis +4, Cha +4
Skills: Perception +6, Survival +6
Senses: Passive Perception 16
Languages: Understands celestial, common, elvish and sylvan, but cannot speak
Challenge Rating: 3 ( 700 XP)
Proficiency Bonus: +2

Charge (If the Alicorn moves at least 20 ft. straight toward a target and hits it with a horn attack on the same turn, the target takes 9 (2d8) extra pierce dmg, and must succeed on a DC 15 Str save or be knocked prone.)   Magic Weapons (Alicorn's attacks are magical.)

Actions

Multiattack (Alicorn makes two attacks, one attack with its hooves and one with its horn.)   Hooves (melee weapon atk: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeon dmg.)   Horn (melee weapon atk: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) pierce dmg.)   Healing Touch (Alicorn touches a creature with its horn, restoring 11 (2d8+2) hit points to the target. The touch also removes poisoned and diseased conditions.)   Teleport (1/day; Alicorn magically transports itself and up to three willing creatures it can see within 5 ft. of it to a familiar location up to 1 mile away.)


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