Sleipnir

These powerful horses have eight legs and variously snowy, dappled grey, or rich black coloration. Evil and cowardice are anathema to the sleipnir, and those adventurers who seek to ride them must first impress them with brave deeds and heroic songs.

Epic Origins. The sleipnir are touched by divinity, their speed and strength the stuff of legends. They appear when great acts of courage are about to be undertaken, and they may offer temporary service in this case, acting as mounts or beasts of burden. They hauled the raw timber for the first walls of Valhalla, carried queens into war against the giants, and pulled the sun to the world of mist for the lost to be found.

Draugr Bane. Sleipnir loathe the dishonorable undead and pursue them determinedly across the steppes and snowfields. Their hooves have a brilliant sheen, flashing with ensorcelling runes whenever they strike the undead.

Sleipnir

Large monstrosity, neutral good
Armor Class 15 (natural armor)
Hit Points 105 (10d10 + 50)
Speed 40 ft.
STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 10 (+0) 15 (+2) 10 (+0)

Saving Throws Con +8
Skills Athletics +8, Perception +5
Damage Resistances cold
Condition Immunities exhaustion
Senses darkvision 120 ft., passive Perception 15
Languages Primordial
Challenge 5 (1,800 XP)

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.

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.

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.

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