Armor Class
16
Natural Armor
Hit Points
90
(10d10 + 40)
Speed
50 ft.
STR
21
(+5)
DEX
18
(+4)
CON
21
(+5)
INT
8
(-1)
WIS
12
(+1)
CHA
13
(+1)
Saving Throws
STR +8
Skills
Athletics +8
Damage Resistances
Cold, Fire, Lightning
Damage Immunities
Poison
Condition Immunities
Frightened, Poisoned
Senses
Darkvision 60 ft, Passive Perception 15
Languages
Celestial, Telepathy 120 ft
Challenge
7 (2,900 XP)
Proficiency Bonus
+3
Traits
Magic Resistance. The celestial bull has advantage on saving throws against spells and other magical effects.
Magic Weapons. The celestial bull weapon attacks are magical.
Trampling Charge. If the celestial bull moves at least 20 feet straight toward a creature and then hits it with a gore 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 celestial bull can make one attack with its hooves against it as a bonus action.
Actions
Multiattack. The celestial bull makes two attacks: one with its hooves, and one with its gore.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 5) piercing damage.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 5) bludgeoning damage.
Earth Spike (Recharge 5–6). The celestial bull stomps its hooves raising jagged spikes of earth in a line 60 feet long and 10 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 27 (6d8) piercing damage on a failed save, or half as much damage on a successful one.
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