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Monster

Banrion

Large Celestial · Lawful Good

Infernal Machine Rebuild Page 91
Armor Class 12
Hit Points 67 (9d10 + 18)
Speed Walk 50 ft.
CR 5
STR 18 +4
DEX 14 +2
CON 15 +2
INT 11 +0
WIS 17 +3
CHA 16 +3

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 () Piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked .

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. 11 () Bludgeoning damage.

Horn

Melee Weapon Attack +7 to hit, reach 5 ft., one target. 8 () Piercing damage.

Healing Touch (3/Day)

Banrion touches another creature with its horn. The target magically regains 11 () 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 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 () hit points.
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