Sleiptaurs Large monstrosity, any alignment Armor Class:14 Hit Points:7d10 + 20 (60) Speed:60 ft., fly 80 ft. STR 19 (+4) DEX 13 (+1) CON 14 (+2) INT 12 (+1) WIS 12 (+1) CHA 9 (-1) Saving Throws:Str +4, Con +2, Dex +1, Wis +1, Cha +1 Skills:Perception +5, Persuasion NaN, Performance +6, Athletics +6, Deception +7, Insight +4, Stealth +6, Survival +3 Condition Immunities:paralyzed, unconscious Languages:orc, dwarvish, gnomish, sylvan, elvish, abyssal, infernal, celestial, common, undercommon, giant, halfling, goblin Challenge:4 (1100 XP) Two Heads:The sleiptaur has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Wakeful:When one of the sleiptaur's heads is asleep, its other head is awake. Brave:The sleiptaur has advantage on saving throws against being frightened. Labyrinthine Recall:The sleiptaur can perfectly recall any path it has traveled. Reckless:At the start of its turn, the sleiptaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Fey Ancestry/Magic Resistance:The sleiptaur has advantage on saving throws against spells, being charmed, and magical effects. Innate Spellcasting:The sleiptaur's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. At will: dancing lights At will: disguise self (any humanoid form), major image. 1/day each: darkness, faerie fire 3/day each: charm person, mirror image, scrying, suggestion. Spider Climb/Sure-Footed:The Sleiptaur can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. It has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Magic Weapons:The unicorn's weapon attacks are magical. Illumination:The sleiptaur sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Keen Sight:The sleiptaur has advantage on Wisdom (Perception) checks that rely on sight. Actions Trampling Charge:If the sleiptaur moves at least 20 feet straight toward a creature and then hits it with a ram, gore, horn, hooves, or a pike attack on the same turn, the target takes an extra 8 (2d6) bludgeoning/piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone, the Sleiptaur can make another stomp attack with its hooves against it as a bonus action. Stomp:Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage. Multiattack:The sleiptaur makes six attacks, either with its weapons or hooves. It can replace one of those attacks with a horn or talon attack. Hooves:Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) bludgeoning damage. Dagger:Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Club:Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Morningstar:Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Shortsword:Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Greatsword:Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Longsword:Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Pike:Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Horn:Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Gore:Melee Weapon Attack: +8 to hit, reach 8 ft., one target. Hit: 19 (3d8 + 6) piercing damage. Bite:Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Ram:Melee Weapon Attack: +4 to hit, reach 6 ft., one target. Hit: 7 (2d6 + 2) bludgeoning damage. Battleaxe:Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Greataxe:Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage. Talons:Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 4) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the sleiptaur can't use its talons on another target. Heavy Crossbow:Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Shortbow:Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Longbow:Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Legendary Actions The sleiptaur can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sleiptaur regains spent legendary actions at the start of its turn. Healing Touch (3/Day):The Sleiptaur touches another creature with its humanoid torso's horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target. Ethereal Teleport (1/Day):The sleiptaur magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to the Ethereal Plane from the Material Plane, or to a location the unicorn is familiar with, up to 1 mile away. Confer Fire Resistance Shield (Costs 2 Actions):The sleiptaur creates a magical field around itself or another creature riding it. The target gains resistance to fire damage. Intoxicating Song:Melee Spell Attack: +5 to hit, reach 25 ft., every humanoid and giant that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. Hit: The target is magically cursed for 1 hour. While charmed by the sleiptaur, a target is incapacitated and ignores the songs of others. If the charmed target is more than 25 feet away from the sleiptaur, the target must move on its turn toward the sleiptaur by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the sleiptaur, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this sleiptaur's song for the next 24 hours. Heal Self (Costs 3 Actions):The unicorn magically regains 11 (2d8 + 2) hit points. Icons made by Lorc, Caduceus, and Delapouite. Available on http://game-icons.net