Regeneration. The hind regains 5 hit points at the start of its turn. If the troll takes necrotic damage, this trait doesn't function at the start of the hind's next turn. The hind dies only if it starts its turn with 0 hit points and doesn't regenerate.
Trampling Charge. If the hind moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.
Innate Spellcasting. The hind's spellcasting ability is Wisdom (spell save DC 10). The deva can innately cast the following spells, requiring only verbal components:
At will: Cure Wounds, Invisibility
3/day each: Expeditious Retreat, Lesser Restoration
1/day each: Greater Restoration, Raise Dead
Gore. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage.
Trample. Melee Weapon Attack: +3 to hit, reach 5 ft., one prone. Hit: 12 (2d10 + 2) bludgeoning damage.
Description
Rare and highly elusive creatures, golden hinds are often sought after for the innate healing properties, and nigh immortality. Though their primary means of dealing with danger is to escape, they can harm would be captors lacking experience and resolve.
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