THE SHARED REFERENCE Adventurer

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

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