Sleipnir
Sleipnir
Large monstrosity, neutral good
- Armor Class 15 (natural armor)
- Hit Points 105 (10d10+50)
- Speed 40 ft.
- STR
20 (+5) - DEX
12 (+1) - CON
20 (+5) - INT
10 (+0) - WIS
15 (+2) - CHA
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
- Challenge 5 (1,800 XP)
- 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.