The destriers are similar to large, strong horses at first glance, and all have gleaming coats and flowing manes and tails. Colors tend toward white, either pure or patched. Their eyes give away the destrier’s heightened intelligence, and they can even understand some language. They form fierce bonds with their riders and prove to be potent allies on the battlefield.
Gleaming Destrier
Large beast, lawful goodArmor Class 11 (natural armor, 18 with plate barding)
Hit Points 30 (4d10 + 8)
Speed 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 12 (+1) | 14 (+2) | 6 (−2) | 12 (+1) | 10 (+0) |
Senses darkvision 60 ft. passive Perception 11
Languages Understands Celestial and Common but can’t speak them
Challenge 2 (450 XP)
Illumination. At the start of its turn, the gleaming destrier can choose to magically shed bright light in a 20-foot radius and dim light for an additional 20 feet.
Trampling Charge. If the gleaming destrier moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the destrier can make another attack with its hooves against it as a bonus action.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) radiant damage.