Sleipnir
Large Monstrosity neutral good
- Armor Class: 15 (natural armor)
- Hit Points: 105 (10d10+50)
- Speed: walk 40 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: Creature Codex, page 344
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
12 (+1) |
20 (+5) |
10 (+0) |
15 (+2) |
10 (+0) |
- Saving Throws: Con +8
- Skills: athletics +8, perception +5
- Damage Resistances: cold
- Condition Immunities: exhaustion
- Senses: darkvision 120 ft., passive Perception 15
- Languages: Primordial
Special Abilities
- Heroic Leap (1/Day): As a bonus action, the sleipnir can leap into the air, gaining a flying speed of 60 feet for 1 minute.
- Trampling Charge: If the sleipnir moves at least 20 feet straight toward a creature and then hits it with a rune hooves attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the sleipnir can make another rune hooves attack against it as a bonus action.
Actions
- Multiattack: The sleipnir makes two rune hooves attacks.
- Rune Hooves: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage and 3 (1d6) radiant damage. An undead creature who takes damage from this attack must succeed on a DC 16 Charisma saving throw or be restrained by magical runes until the end of its next turn.
- Gold and Ice (1/Day): The sleipnir summons a gilded avalanche in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 13 (3d8) bludgeoning and 13 (3d8) cold damage, is pushed 15 feet away from the sleipnir, and is knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone.
Reactions
- Eight Hooves (3/Day): When a creature moves within 5 feet of the sleipnir, the sleipnir can move up to its speed without provoking opportunity attacks.
Licensing – Markdown Format