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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Sleipnir/

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.

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