Loyal Steed. Sleipnir encloses it's rider on it's seat, allowing them to be unable to be hit until Sleipnir is destroyed.
Fastest ride this side of valhalla. Sleipnir doubles its movement speed, however not weaponry can be used while this happens.
Ramming speed. Melee Weapon Attack: +5 to hit, reach 10 ft., # target. Hit: 15 (2d10 + 5) [Bludgeoning] damage. Sleipnir takes 3 bludgeoning damage.(To a vehicle keeping pace with it)
Ramming speed. Melee Weapon Attack: +5 to hit, reach 100 ft., # target. Hit: 115 (20d10 + 15) [Bludgeoning] damage. Sleipnir takes 20 Bludgeoning damage. (Aimed at a target that is mostly stationary or not moving the same way Sleipnir is)
Twin-mounted blasters. RangedWeapon Attack: +5 to hit, range 100/300 ft., 1 target. Hit: 17 (3d8 + 10) [radiant] damage.
Reactive plating. Sleipnir may charge it's shell with electricity, so the next melee attacker that hits it takes half their damage as lightning damage.
Afterimage. Sleipnir may make a holographic decoy of itself and cloak to remain unseen. both of these abilities can be used separately. When used together, Sleipnir makes one holograph and has 30min of cloak time, whereas on it's own, Sleipnir makes 3 holographs and can remain cloaked indefinitly, while not using its boosters or making attacks.
All Eight Legs. Selipnir has small boosters on all sides that give it superior mobility, allowing the bike to dodge attacks.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
A large, strange-looking motorbike, Sleipnir is painted a burnt orange, and is about 5 feet tall, 4 feet wide, and 12 feet long. It can reach speeds of up to 700mph when boosting and on flat ground. Getting on the bike results in plating folding in from the back and front, creating a shell for the driver to stay in and not get hurt. Recent upgrades make it so the shell has gravity-dampening abilities, so crashes are also safer than ever (Do not crash on purpose).
Lair and Lair Actions
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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:
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- 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:
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If the [monster name] dies, these effects fade over the course of #d# days.







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