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AlicornCreature 15


RareHugeBeastFeyHoly
Source Pathfinder Howl of the Wild
Perception +27 (darkvision, scent (imprecise) 30 feet)
Languages Common, Empyrean, Fey
Skills Acrobatics +27, Arcana +27, Athletics +27, Diplomacy +30, Stealth +25
Str +8, Dex +7, Con +4, Int +6, Wis +4, Cha +6

AC 36; Fort +26; Reflex +26; Will +29;
HP 320
Speed 40 feet (fly 80 feet)
Immunities poison

Horn One Action +29 (+24, +19) to hit (holy, magical, unarmed) 4d10+10 Piercing
Hoof One Action +29 (+24, +19) to hit (holy, magical, reach 10) 4d6+10 Piercing
Wing One Action +29 (+25, +21) to hit (agile, magical, reach 10) 4d8+10 Bludgeoning

Wild Empathy

The alicorn has an empathic connection to the creatures of the natural world that. The alicorn can use Diplomacy to [/act make-an-impression] on animals and to make very simple Requests of them.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Draw in Magic Reaction (arcane, concentrate)

Trigger A creature within 30 feet of the alicorn Casts a Spell


Effect The alicorn attempts to counteract the triggering spell (counteract modifier +28, counteract rank 8th). If successful, the alicorn can choose to gain the effects of the triggering spell as its sole target.

Aerial Attack Two Actions

The alicorn Flies and Strikes twice with their wings at any points during their movement. Each attack counts toward the alicorn's multiple attack penalty, but the penalty doesn't increase until after they make all the attacks.

Beam of Light Two Actions (arcane, concentrate, fire, holy, light)

The alicorn harnesses a powerful burning ray of light from their horn. Creatures in a 120-foot line take 16d6 fire damage (DC 36 fortitude save). An unholy creature in the area takes an additional 8d6 spirit damage. If the light passes through an area of magical darkness or targets a creature affected by magical darkness, the beam attempts to counteract the darkness (counteract modifier +28, counteract rank 8th). The alicorn can't use its Beam of Light again for 1d4 rounds.

Ghost Touch

An alicorn's Strikes have the effects of a ghost touch property rune.


Arcane Innate Spells (DC 36, +0 to hit)

Cantrips (8th Level): Light
1st Level: Gentle Landing (At-Will)
4th Level: Telepathy
5th Level: Banishment
6th Level: Wall of Force


Alicorns are a creation of arcane intervention, a rare transformation that occurs when a unicorn is exposed to large sources of magic. Massive in size, their strong bodies are matched with two large wings on their back, a long spiraling horn, and a mane that continually ripples in an unseen wind.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Beast

A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.

Fey

Creatures of the First World are called the fey.

Holy

Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.