Sleipnir
Creature Codex (3pp) p. 344
- Tamaño
- Grande
- Tipo
- monstrosity
- Alineamiento
- Good Neutral
- CA
- 15 (natural armor)
- Puntos de golpe
- 105 (10d10+50)
- Velocidad
- walk 40 ft.
- Salvaciones
- Con +8
- Habilidades
- Athletics +8, Perception +5
- Resistencias
- cold
- Inmunidad a estados
- exhaustion
- Sentidos
- darkvision 120 ft.
- Percepción pasiva
- 15
- Idiomas
- Primordial
- Desafío
- 5
- Entorno
- arctic, grassland
Rasgos
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.
Acciones
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
Reacciones
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