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Sleipnir 2014

CR 5 monstrosity

Large monstrosity, neutral good


Armor Class
15 (natural armor)
Hit Points
105 (10d10+50)
Speed
40 ft.

STR20 (+5)
DEX12 (+1)
CON20 (+5)
INT10 (+0)
WIS15 (+2)
CHA10 (+0)

Saving Throws
Constitution +8
Skills
Athletics +8, Perception +5
Resistances
cold
Condition Immunities
exhaustion
Senses
darkvision 120 ft., passive Perception 15
Languages
Primordial
Challenge
5 (1,800 XP) · Proficiency Bonus +3

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.

Source: Creature Codex (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details