Sleipnir (5e Creature)

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Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.

Sleipnir[edit]

Large celestial, chaotic good


Armor Class 15
Hit Points
Speed 240 ft., fly 240 ft.


STR DEX CON INT WIS CHA
30 (+10) 20 (+5) 30 (+10) 16 (+3) 19 (+4) 19 (+4)

Saving Throws Str +10, Con +10, Wis +4, Cha +4
Skills Athletics +10, Perception +4, Religion +3, Survival +4
Damage Immunities cold, poison, radiant; blugeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exaustion, frightened, poisoned
Senses darkvision 120 ft., truesight 60 ft., passive Perception X
Languages understands Celestial, Common, and Giant, but cannot speak


Aesir Power. Sleipnir can't be affected or detected by spells of 7th level or lower unless he wishes to be. His has advantage on saving throws against all other spells and magical effects.

Alert. Sleipnir naturally gains +5 to initiative rolls, cannot be surprised as long as he's conscious, and other creatures don't gain advantage on attack rolls against he as a result of being hidden from him.

Beast of Burden. Sleipnir is considered to be a Gargantuan animal for the purpose of determining his carrying capacity.

Best Among Horses. Sleipnir can take the Disengage or Dash action as a bonus action on each of its turns. Sleipnir ignores difficult terrain, and magical effects can't reduce his speed or cause him to be restrained. He can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Sleipnir can speak to horses as though they shared a common language. When Sleipnir is prone, standing up only uses 5 feet of his movement.

Innate Spellcasting. Sleipnir's innate spellcasting ability is Charisma (spell save DC 21). Sleipnir can innately cast the following spells, requiring no material components:

At Will: expeditious retreat, pass without trace, plane shift (self and rider only), shillelagh

Legendary Ability (3/day). If Sleipnir fails an ability check, he can choose to succeed instead.

Legendary Resistance (3/Day). If Sleipnir fails a saving throw, he can choose to succeed instead.

Reckless. At the start of his turn, Sleipnir can gain advantage on all melee weapon attack rolls he makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Relentless (Recharges after a Short or Long Rest). If Sleipnir takes 100 damage or less that would reduce it to 0 hit points, he is reduced to 1 hit point instead.

Shield Breaker. If Sleipnir scores a critical hit with a melee attack against a creature, any nonmagical shield the target is wielding becomes damaged beyond use.

Sure-Footed. Sleipnir has advantage on Strength and Dexterity saving throws made against effects that would knock him prone.

Trampling Charge. If Sleipnir moves at least 20 feet straight toward a creature and hits it with a hooves attack on the same turn, the target must make a DC Strength saving throw or be knocked prone. If the target is prone, Sleipnir can make one hooves attack against it as a bonus action.

Warhorse of Odin. Sleipnir's weapon attacks are magical and he deals double to Giants.

ACTIONS

Multiattack. Sleipnir makes four hooves attacks.

Hooves. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (3d12 + 10) bludgeoning damage plus X (2d6 + 4) radiant damage.

REACTIONS

Unbirdaled Fury. In response to getting hit with a melee attack, Sleipnir can make two melee weapon attacks with advantage against the attacker.

LEGENDARY ACTIONS

Sleipnir can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Sleipnir regains spent legendary actions at the start of his turn.



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