Banrion

(Infernal Machine Rebuild)

Large celestial, Lawful Good

Armor Class12
Hit Points67 (9d10 + 18)
Speed50 ft.
STRDEXCONINTWISCHA
18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3)
Saving Throws—
Skills—
Damage Vulnerabilities—
Damage Resistances—
Damage Immunitiespoison
Condition Immunitiescharmed; paralyzed; poisoned
Sensesdarkvision 60 ft., passive Perception 13
LanguagesCelestial, Elvish, Sylvan, telepathy 60 ft.
Challenge5

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 Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Horn.

Melee Attack Roll: +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 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 each/day: calm emotions, dispel evil and good, entangle