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<title>Sleipnir</title>
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<h1>Sleipnir</h1>
<p><em>Large</em> <em>Monstrosity</em> <em>neutral good</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 105 (10d10+50)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 5 (1,800 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 344</li>
</ul>
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<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
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<tr>
<td>20 (+5)</td>
<td>12 (+1)</td>
<td>20 (+5)</td>
<td>10 (+0)</td>
<td>15 (+2)</td>
<td>10 (+0)</td>
</tr>
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</table>
<ul>
<li><strong>Saving Throws</strong>: Con +8</li>
<li><strong>Skills:</strong> athletics +8, perception +5</li>
<li><strong>Damage Resistances:</strong> cold</li>
<li><strong>Condition Immunities:</strong> exhaustion</li>
<li><strong>Senses:</strong> darkvision 120 ft., passive Perception 15</li>
<li><strong>Languages:</strong> Primordial</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Heroic Leap (1/Day):</strong> As a bonus action, the sleipnir can leap into the air, gaining a flying speed of 60 feet for 1 minute.</li>
<li><strong>Trampling Charge:</strong> 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.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The sleipnir makes two rune hooves attacks.</li>
<li><strong>Rune Hooves:</strong> 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.</li>
<li><strong>Gold and Ice (1/Day):</strong> 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.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Eight Hooves (3/Day):</strong> When a creature moves within 5 feet of the sleipnir, the sleipnir can move up to its speed without provoking opportunity attacks.</li>
</ul>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/creature_codex/sleipnir.md">Markdown Format</a></p>
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