Monster
Banrion
Outside your table’s allowed sources
Official reference · IMR · 2014
- Creature type
- Celestial
- Size
- Large
- Armor class
- 12
- Hit points
- 67 (9d10 + 18)
- Speed
- Walk 50 ft.
- Challenge rating
- 5
- Alignment
- Lawful Good
- Strength
- 18
- Dexterity
- 14
- Constitution
- 15
- Intelligence
- 11
- Wisdom
- 17
- Charisma
- 16
- Passive Perception
- 13
- Senses
- darkvision 60 ft.
- Languages
- Celestial, Elvish, Sylvan, telepathy 60 ft.
- Immunities
- poison
- Condition Immunities
- charmed, paralyzed, poisoned
Traits
Charge
If Banrion moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Magic Resistance
Banrion has advantage on saving throws against spells and other magical effects.
Magic Weapons
Banrion's weapon attacks are magical.
Actions
Multiattack
Banrion makes two attacks: one with its hooves and one with its horn.
Hooves
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Horn
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Healing Touch (3/Day)
Banrion touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Teleport (1/Day)
Banrion 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 a location Banrion is familiar with, up to 1 mile away.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Hooves
Banrion makes one attack with its hooves.
Shimmering Shield (Costs 2 Actions)
Banrion creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of Banrion's next turn.
Heal Self (Costs 3 Actions)
Banrion magically regains 11 (2d8 + 2) hit points.
Innate Spellcasting
Banrion's innate spellcasting ability is Charisma (spell save DC 14). Banrion can innately cast the following spells, requiring no components:
At will: detect evil and good, druidcraft, pass without trace
1/day each: calm emotions, dispel evil and good, entangle