Sleipnirget
This creature might be mistaken for a horse if the observer overlooked the extra pair of legs.
Monster Encyclopaedia I: Ravagers of the Realms
Author August Hahn, Gareth Hanrahan, Lizard
Series Monster Encyclopaedia
Publisher Mongoose Publishing
Publish date 2004
These equines are according to the legends of the barbarian tribes who capture and ride them the offspring of the steed of the skygod, who rides across the heavens on his magical mount. Certainly, the sleipnirget benefit from some magical heritage, which makes them highly sought-after as steeds. They are hard to break to the saddle (+5 DC to Handle Animal checks), but their supernatural powers make them worth a fortune; a sleipnirget can sell for two thousand gold pieces or more on the black market, although the barbarians believe that if the sleipnirget are taken from their home, the skygod will be angry and set fire to the plains with thunderbolts.
The two extra legs of the animal give it astonishing stability, but do not interfere with its speed. They do interfere with the use of normal saddles or barding; the sleipnirgets equipment must be specially made for the animal by a craftsman.
Sleipnir
Kain’s 5e Monstrous Manual – Page 25 – Dicefreaks (tapatalk.com)
Large celestial, neutral
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Armor Class 15 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 60 ft.; air walk
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STR 18 (+4) DEX 18 (+4) CON 18 (+4) INT 10 (+0) WIS 15 (+2) CHA 13 (+1)
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Skills Acrobatics +8, Athletics +8
Senses passive Perception 12
Damage Immunities lightning
Languages Bestial, Celestial
Challenge 5 (1,800 XP)
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Phantom Steed A sleipnir can create a quasireal steed with the same movement rate as itself. It must remain within 100 ft. of the sleipnir and is otherwise identical to the phantom steed spell.
Trampling Charge: If the sleipnir 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 15 Strength saving throw or be knocked Prone. If the target is Prone, the horse can make another hooves attack against it as a bonus action.
ACTIONS
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Multiattack The sleipnir makes four hooves attacks.
Hooves: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Breath Weapon (Recharge 6) The sleipnir snorts a 30 ft. cone of multicolored light which has the effect of a prismatic spray. (Dex DC 15)
Sleipnirget
Sleipnirget | |
Large magical beast | |
Hit Dice | 6d10+18 (51 hp) |
Initiative | +2 |
Speed | 50 ft. (10 squares) |
Armour Class | 16 (-1 size, +2 Dexterity, +5 natural), touch 11, flat-footed 14 |
Base Attack/Grapple | +6/+15 |
Attack | Hoof +10 melee (1d6+5) |
Full Attack | Two hooves +10 melee (1d6+5) and bite +5 melee (1d4+2) |
Space/Reach | 10 ft./5 ft. |
Special Attacks | – |
Special Qualities | Air ride, Low-Light Vision, haste, Scent |
Saves | Fort +8, Ref +9, Will +4 |
Abilities | Strength 20, Dexterity 15, Constitution 17, Intelligence 2, Wisdom 15, Charisma 6 |
Skills | Listen +7, Spot +6 |
Feats | Endurance, lightning reflexes, Run |
Environment | Temperate plains |
Organisation | Herd (6-30) |
Challenge Rating | 4 |
Treasure | None |
Alignment | Always neutral |
Advancement | 7-10 HD (Large) |
Level Adjustment | – |
Combat
Like a normal horse, the sleipnirget smash their hooves into those who threaten them. Their innate stability makes them fine platforms for archery (the penalty for firing from horseback is reduced by 2).
air walk (Su): Once per day, a sleipnirget may run on the air as if it were using an air walk spell. Each round, the sleipnirget must make a Fortitude save. The DC for this save increases by +2 for every round of air riding; when the save fails, the sleipnirget can no longer air ride and falls if in the air.
haste (Sp): Once per day, a sleipnirget may cast haste on itself as if it were an eighth level sorcerer. This haste only affects the sleipnirget, but otherwise works just like the spell of the same name.