Sleipnir

Large Monstrosity, neutral good

Armor Class 15 (natural armor)

Hit Points 105 (10d10+50)

Speed walk +40

Challenge 5

STR
20
+5
DEX
12
+1
CON
20
+5
INT
10
+0
WIS
15
+2
CHA
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

Special Abilities

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.

Source: Creature Codex · OGL/Open