Sleipnir (5e Creature)
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Large celestial, chaotic good
Saving Throws Str +18, Con +18, Wis +12, Cha +12
Aesir Power. Sleipnir can't be affected or detected by spells of 7th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects.
Agressive. As a bonus action, Sleipnir can move up to his speed towards a hostile creature he can see.
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 his 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. Oppurtunity attacks against Sleipnir have disadvantage. 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:
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.
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 damage to giants.
Multiattack. Sleipnir makes four attacks with his hooves.
Hooves. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 29 (3d12 + 10) bludgeoning damage plus 11 (2d6 + 4) radiant damage.
Unbridled Fury. In response to getting hit with a melee attack, Sleipnir can make two melee weapon attacks with advantage against the attacker.
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.
Charge. Sleipnir moves up to half his speed toward a hostile target and makes one attack with his hooves.
Sleipnir is the eight-legged horse of Odin, who he is often seen alongside. He is said to be the greatest of all horses, moving with unmatched swiftness across the land and even through the skies.