Alicorn (5e Creature)
From D&D Wiki
Large celestial, lawful good
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:
Magic Resistance. The alicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons. The alicorn's weapon attacks are magical.
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.
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.