Large Celestial, Lawful Good
Armor Class 15 Natural Armor
Hit Points 53 (5d20 + 3)
Speed 80 ft., Swim 80 ft.
STR
23 (+6)
DEX
25 (+7)
CON
19 (+4)
INT
20 (+5)
WIS
18 (+4)
CHA
12 (+1)
Saving Throws DEX +10, CON +7, INT +8, WIS +7
Skills Animal Handling +7, Perception +14, Stealth +20
Damage Vulnerabilities Slashing
Damage Resistances Cold, Thunder, Damage from Spells
Damage Immunities Radiant
Condition Immunities Charmed, Frightened
Senses Darkvision 80 ft, Passive Perception 24
Languages Common Can Read and Understand ONLY, Telepathy Range 500 ft (Except to their Chosen or other Companions)
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Speak with Beasts: The companion can communicate simple ideas to beasts as if they shared a language.

Darkvision: 80 ft. The companion can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can't discern color in darkness, only shades of gray. 

 No Thumbs: A companion can open most normal doors, stalls, and gates without assistance using its mouth to manipulate the latch or handle. Doorknobs require the companion to make a DC 12  DEX check in order to succeed. At the GM's discretion particularly odd types of latches and handles may require a check.

Play Dumb: A companion can appear no different from a regular horse and any checks made to distinguish it from one are made with disadvantage as long as the companion takes no actions that a normal horse wouldn't make.

Companion Endurance:  A companion runs 15 times its normal speed, eating and drinking while still moving.  It can do this for as long as it needs to reach its desired destination, however each day adds a level of exhaustion that will take effect once the companion stops moving.  Once it stops moving, and it has no more than 5 levels of exhaustion, it will take 1d8 days to recover. If the companion has 6 levels of exhaustion the minute the companion stops, it dies.  A character riding a companion running this fast may not take any actions, unless they are bonded to it. This will cover 218 miles per day.

 Telepathic Bond:  A companion chooses only one person per life, the chosen is usually a creature with magic and/or mental abilities. A person so chosen, can refuse the bond with no penalties to either party.  Once bonded, they have telepathic communication up to a range of 100 miles and they are both on the same plane of existence. Few companions live to choose again as this connection between herald and companion is so strong that one usually dies moments after the other. A DC 27 CON must be made by the living member of this bond to endure this mental death.

Actions

Multiattack: The Companion can make 3 attacks with its hooves, one trampling charge and 2 attacks with its hooves or 2 attacks with its hooves and one bite.

Bite:  Melee Weapon Attack: +11 to hit, reach 5 ft, one target. Hit: 11 (2d4+7)

Hooves: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 6) slashing damage.

 Trampling Charge:  If the companion moves at least 20 ft straight toward a creature the same size or smaller and makes a hooves attack, that target must succeed on a DC 19 STR saving throw or be knocked prone. If the target is prone, the companion can make another attack with its hooves against it as a bonus action.

 Assisted Mount:  A companion can pull an unconscious, sleeping, or otherwise incapacitated creature onto its back without assistance using a DC 15 athletics check. On a success the companion takes its Action to kneel down, pull the creature onto its backs with its teeth, and then stand up with the creature across the saddle or back.

Bonus Actions

Cunning Escape: On each of its turns, the companion can use a bonus action to take the Dash or Disengage actions.

Aggressive: As a bonus action, the companion can move up to its speed toward a hostile creature that it can see.

Reactions

Shy Away: The companion may spend its reaction to grant a creature that is riding it a +2 to its AC against one attack.

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

Companions of Velgarth are highly intelligent celestial blessed creatures who look like (but are not) horses. They are the reincarnated spirits of those who have died defending others against great evil and have been picked by the gods to continue the fight against evil (Although they will not necessarily admit to this).  They are as intelligent as the smartest humans. They are easily recognized by their pure white coats, bright blue eyes, and the sound of their silver hooves, most commonly referred to as the sound of bells (unless they choose not to be recognized).  Those creatures that these celestials have chosen are known as Heralds.

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.

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