Large celestial, lawful good
- Armor Class
- 12
- Hit Points
- 67 (9d10 + 18)
- Speed
- 50 ft.
- Challenge
- 5 (1,800 XP)
- Damage Immunities
- poison
- Condition Immunities
- charmed; paralyzed; poisoned
- Senses
- darkvision 60 ft., passive Perception 13
- Languages
- Celestial, Elvish, Sylvan, telepathy 60 ft.
Traits
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.
Banrion has advantage on saving throws against spells and other magical effects.
Banrion's weapon attacks are magical.
Actions
Banrion makes two attacks: one with its hooves and one with its horn.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
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.
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 Actions
Banrion makes one attack with its hooves.
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.
Banrion magically regains 11 (2d8 + 2) hit points.
Spellcasting
Banrion's innate spellcasting ability is Charisma (spell save DC 14). Banrion can innately cast the following spells, requiring no components: