Alicorn (3.5e Race)

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Alicorns[edit]

The alicorn is a massive and magnificent winged and horned horse that serve as spiritual and political leaders of the equestrian nation. Alicorns are regal and majestic creatures whose lordly bearing fills all who see it with awe and reverence. They reign as kind monarchs or polyarchs over vast magical kingdoms. A rare few alicorns are demigods, each such alicorn has a singular god-like command over an aspect of nature, be it raising the sun or ensuring the fertility of the soil. And as rulers, each alicorn serve as leaders over their particular kingdom and as almighty protectors for all creatures under their wings. Evil creatures that dare to endanger the livelihood of any vassal under their protection risk the glorious judgement of the alicorn.

Personality[edit]

Alicorns are wise and kind creatures who encourage friendship and harmony. They believe in the goodness inherent in all individuals, no matter what past wrongs they have committed. Despite their good nature and patience, they are stalwart in the face of evil and chaos. If an evil creature cannot be reasoned with, an alicorn will mete out justice in the best way possible.

Physical Description[edit]

An alicorn have deep, wisdom-filled eyes, a long spiraling horn, and flowing ethereal manes and tails. Males sport a beard. A typical adult alicorn grows to 10 feet in length, stands 7 feet high at the shoulder, has a wingspan of 40 feet, and weighs 1,600 pounds. Females are slightly smaller and slimmer than males.

An alicorn's natural fur, feather, and mane color patterns have a wide range, but are usually soft pastel colors. Each alicorn has a unique 'cutie mark' that appears on both flanks and reflects the integral nature of that specific alicorn.

Relations[edit]

Alicorns prefer the company of other equines such as horses, unicorns, pegasi, and centaurs. Any good aligned creatures can be found living peacefully in the kingdom of an alicorn. Good fey, dragons, and elementals often become close companions of alicorns. Humanoids sometimes struggle with the absolute lawful good nature of alicorns, though friendships can be forged.

Lands[edit]

Alicorns live in posh palaces that overlook the entirety of their kingdom on the Material Plane. Blessed are the lands which are kept under the watchful eye of an Alicorn over the years.

Religion[edit]

The demigod alicorns serve as the gods for all equestrians, such as control over bodies in space, similar to moons, galaxies, and other things of massive power

Language[edit]

Alicorns speak Common, Sylvan, Celestial, and Draconic.

Names[edit]

The nomenclature for alicorns usually gives a name that reflects their personality. Male names: Female names: Luna, Celestia, Shooting Star, Cadence, and Twilight Sparkle (these are legitimate names not from My Little Pony)

Racial Traits[edit]

  • +10 Strength, +6 Dexterity, +10 Constitution, +10 Wisdom, +14 Charisma.
  • Magical Beast
  • Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • An alicorn's base land speed is 60 feet: Fly speed 120 feet (perfect).
  • Racial Hit Dice: An alicorn begins with four levels of magical beast, which provide 4d10 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +4, and Will +1.
  • Racial Skills: An alicorn’s magical beast levels give it skill points equal to 8 × (2 + Int modifier [minimum 1]). Its class skills are Heal, Knowledge (history), (nobility) and (religion), Listen, Spot, and Survival. Alicorns have a +4 racial bonus on Knowledge (History) checks
  • Racial Feats: An alicorn’s magical beast levels give it two feats.
  • +6 Natural Armor
  • Natural Weapons: Gore 1d8+Str, 2 hooves 1d6+½ Str
  • Special Attacks (see below): Trample 1d6 + 1½ Str, Horn Blast, Thunder Hooves, Royal Voice
  • Special Qualities (see below): Darkvision 60 ft., low-light vision, magic circle against evil, dimension door, spell-like abilities, immunity to poison, charm, and compulsion.
  • Automatic Languages: Common, Sylvan, Celestial, and Draconic. Bonus Languages: Any.
  • Favored Class: Any.
  • Level Adjustment: +5

The horn is a +3 magic weapon, though its power fades if removed from the alicorn.

Spell-Like Abilities

Alicorns can use detect evil at will as a free action.

An alicorn can use telekinesis at will.

Once per day an alicorn can use greater teleport and globe of invulnerability.

An alicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.

Magic Circle against Evil (Su) This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.

Dimension Door (Su) An alicorn can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the alicorn, which never appears within a solid object and can act immediately after teleporting.

Trample (Ex) Reflex half DC (10 + ½ creature’s HD + creature’s Str modifier). The save DC is Strength-based.

Horn Blast(Su) Once per round as a standard action, an alicorn can project a brilliant ray of from its horn with a 60ft range. It must succeed on a ranged touch attack with the ray to deal damage to the target equal to its gore attack excluding the strength modifier. This ability can be used to deliver touch and ranged touch spells.

Thunder Hooves (Ex) Once per day, an alicorn can begin furiously stamping the ground, causing the earth to shake and crack in a 15ft radius. Using Thunder Hooves is a full round action and can be used continuously for any number of rounds. Thundering hooves can also be used while using the trample ability. Other creatures in the area of effect takes sonic damage depending on your size category (1d8 large, 2d6 Huge) each round with no save and must make a Reflex save DC (10 + half your HD + your Strength modifier) or fall prone. Constructs, buildings, and unattended items take double damage, ignoring hardness.

Royal Voice (Ex) All enemies within 30ft radius that can hear you are shaken for 2d4 rounds unless they succeed on a Will save, DC 10 + half your HD + your Charisma modifier. Use of this ability is a free action that may be used once per round. Enemies that make their will save are rendered immune to your Royal Voice ability for the next 24 hours. Deaf creatures are unaffected.

Vital Statistics[edit]

Table: Alicorn Random Starting Ages
Adulthood Simple Moderate Complex
300 years +4d100 +6d100 +10d100
Table: Alicorn Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 7' +3d12 1400 lb. × (4d6) lb.
Female 7' +2d12 1300 lb. × (3d6) lb.


Sample Alicorn[edit]

Aurora Alicorn
Size/Type: large Magical Beast
Hit Dice: 4d10+20 (42 hp)
Initiative: +0
Speed: 60 ft. (6 squares), fly 120 ft. (perfect)
Armor Class: 18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +3/+13
Attack: Gore +11 melee (2d6+5)
Full Attack: Gore +11 melee (2d6+5) and 2 hooves +6 melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: trample 1d6+9, Horn Blast 2d6, Thunder Hooves, Royal Voice
Special Qualities: Darkvision 60 ft., low-light vision, magic circle against evil, dimension door, spell-like abilities, immunity to poison, charm, and compulsion.
Saves: Fort +9, Ref +4, Will +9
Abilities: Str 22, Dex 16, Con 21, Int 8, Wis 20, Cha 28
Skills: Heal +7, Knowledge (History) +4, Listen +7, Spot +10, Sense Motive +7,
Feats: Multiattack, Improved Natural Attack (gore)
Environment: Any environment
Organization: Solitary or pair
Challenge Rating: 6
Treasure: standard
Alignment: Always good (any)
Advancement: +5
Level Adjustment:


Trample (Ex) Reflex half DC 16. The save DC is Strength-based.

Thunder Hooves (Ex) 1d8 sonic damage, Reflex save DC 18 or fall prone.

Royal Voice (Ex) Will save, DC 21 or become frightened.

Spell-Like Abilities At will- detect evil as a free action, telekinesis, 1/day greater teleport, 1/day globe of invulnerability, 3/day cure light wounds, 1/day cure moderate wounds (caster level 5th), 1/day neutralize poison (DC 22, caster level 8th). The save DC is Charisma-based.

Magic Circle against Evil (Su) constant

Dimension Door (Su) An alicorn can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the alicorn, which never appears within a solid object and can act immediately after teleporting.


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