Armor Class
12
(natural armor)
Hit Points
19
(3d10 + 3)
Speed
40 ft., fly 50 ft.
STR
17
(+3)
DEX
14
(+2)
CON
12
(+1)
INT
10
(+0)
WIS
12
(+1)
CHA
14
(+2)
Saving Throws
DEX +4
Senses
Darkvision 60, Passive Perception 11
Languages
Sylvan
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
Mobile. Reindeer can take the Disengage action as a bonus action.
Actions
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing or slashing damage.
Charm. One humanoid the reindeer can see within 30 feet of it must succeed on a DC 12 Wisdom saving throw or be magically charmed for 1 minute. If the target suffers any harm, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this reindeer's Charm for the next 24 hours.
The reindeer can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
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