Sleipnir
Creature Codex (3pp) p. 344
- Size
- Large
- Type
- monstrosity
- Alignment
- Good Neutral
- AC
- 15 (natural armor)
- Hit Points
- 105 (10d10+50)
- Speed
- walk 40 ft.
- Saving Throws
- Con +8
- Skills
- Athletics +8, Perception +5
- Resistances
- cold
- Condition Immunities
- exhaustion
- Senses
- darkvision 120 ft.
- Passive Perception
- 15
- Languages
- Primordial
- Challenge
- 5
- Environment
- arctic, grassland
Traits
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.
recharge
1/DAY
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.
recharge
1/DAY
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.
recharge
3/DAY