Charge. If Comet moves at least 15 feet straight toward a target and then hits it with an antler attack on the same turn, the target takes an extra 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Ice Walk. Comet can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost him extra movement.
Magic Weapons. Comet's weapon attacks are magical.
On Comet. Comet's spellcasting ability is Charisma. He can innately cast the following spells, requiring no material components:
3/day each: longstrider, misty step
1/day each: dimension door, freedom of movement
The North Pole. If Comet drops to 0 hit points or dies, his body is destroyed, but his essence travels back to Santa's domain in Frostfell, and he cannot take physical form until the next dawn.
Multiattack. Comet makes two attacks: one with his antlers and one with his hooves.
Antlers. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Description
A flashy reindeer with sleek, silver-gray fur, Comet is a natural sorcerer, marked by the magic of Frostfell and blessed by the domain of Santa Claus. The second of the second generation of reindeer to join the sleigh team, he quickly became indispensable because of his teleportation abilities. Although Dasher is considered the fastest of the eight, Comet can move from one place to another in the blink of an eye. He is the younger brother of Vixen and older brother of Cupid. He runs beside his brother, in front of Donner and Vixen.
The Elite Eight. The reindeer who pull Santa's sleigh have special abilities, both natural and those they have picked up over many years with Santa. Their time with the great Claus has prolonged their lives. For every ten years that they pass in Frostfell, they age only one.
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