Sleipnir
Large Monstrosity, neutral good. CR 5, AC 15, 105 HP. Traits: Heroic Leap, Trampling Charge.
- Armor class
- 15
- Hit points
- 105
- Challenge
- 5
- Creature type
- Monstrosity
- Size
- Large
- Alignment
- neutral good
Stat block
- Cha
- 10
- Con
- 20
- Dex
- 12
- Int
- 10
- Str
- 20
- Wis
- 15
- Speed
- Walk: 40
- Senses
- darkvision 120 ft., passive Perception 15
- Skills
- Athletics: 8; Perception: 5
- 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.
- Languages
- Primordial
- 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.
- Saving throws
- Constitution: 8
- 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.
- Damage resistances
- cold
- Condition immunities
- exhaustion
Source and licence
From Creature Codex.
Licence: Open Game Content (OGL 1.0a).