Armor Class
12
Banrion
Large Celestial · Lawful Good
Hit Points
67 (9d10 + 18)
Speed
Walk 50 ft.
CR
5
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.