Large Celestial, Typically Neutral Good
Armor Class 12 Natural
Hit Points 33 (5d6 + 3)
Speed 60 ft.
STR
16 (+3)
DEX
20 (+5)
CON
16 (+3)
INT
6 (-2)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws DEX +7, CON +5
Skills Athletics +4, Nature +10, Perception +6, Survival +2
Damage Resistances Cold, Necrotic, Radiant
Senses Darkvision, Passive Perception 14
Languages Telepathy Common Telepathically
Challenge 3 (700 XP)
Proficiency Bonus +2
Actions

Kick Attack. Kick Attack: +3 to hit, reach 10 ft., 1 target. Hit: 1 (2d4 + 3) [Bludgeoning] damage. 

Bite Attack. Bite Attack: +3 to hit, reach 5 ft., 1 target. Hit: 1 (1d6 + 3) [Piercing] damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Draft Horse

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

DaddyDon11

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