Large beast. AC 11 HP19 (3d10 + 3) Speed. 60 ft.
STR (18)+4
DEX (12)+1
CON (13)+1
INT (2)-4
WIS (12)+1
CHA (7) -2
Skills.
Senses. passive Perception 11
Actions
Hooves. Melee Weapon Attack. +6, reach 5ft. One target Hit (2d6+4) blugeoning damage.
Trampling Charge. If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
English name. Silver Topped.
Powers. This horse is fire resistant.
Appearance. You see this smooth dark silver colored horse of middle size with light silver tail and mane.
Large beast. AC 11 HP19 (3d10 + 3) Speed. 60 ft.
STR (18)+4
DEX (12)+1
CON (13)+1
INT (2)-4
WIS (12)+1
CHA (7) -2
Skills.
Senses. passive Perception 11
Actions
Hooves.Melee Weapon Attack. +6, reach 5ft. One target Hit (2d6+4) blugeoning damage.
Trampling Charge.If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
English name. Glassy.
Powers. This horse can turn invisible with anything it carries as a bonus avtion. Turns visible when using a action.
Appearance. You can not make up if this horse is white, silver or not even there at all.
Name. Sunstone
Owner. Heimdall.
Properties. Using this sunstone as a navigation tool the character cannot be lost in their travels at sea or on land. It can also point the direction of any place or item the user has already seen and they need to get to.
Medium beast.
AC 14 HP11 (2d8 + 2)
Speed. 30 ft. Swim. 30 ft.
STR +0
DEX +4
CON +1
INT -4
WIS+0
CHA -4
Skills. Perception +2
Senses. Blindsight 10ft. passive Perception 12
Languages.-
Actions
Bite. Melee Weapon Attack +6. reach 10ft. One target. (1d4+4) piercing damage plus (3d6) poison damage. The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
Small beast.
AC 13 HP2 (2d6 - 1)
Speed. 20 ft. Fly.130 ft. Dive. 450 ft.
STR -3
DEX +3
CON -1
INT -4
WIS+0
CHA -2
Skills. Acrobatics +5, Perception +2
Senses. passive Perception 12
Languages.-
Flyby. The peregrine falcon does not provoke opportunity attacks when it flies out of an enemys reach. Keen Sight. The peregrine falcon has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Dive. The peregrine falcon uses an action to soar into the clouds. On its next turn, it dives from above, using its diving speed and dealing 6 (1d6+3) bonus slashing damage on its next attack that turn. Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit. 6 (1d4 + 3) slashing damage.
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• It hedges out vapor, gas, and fog that can be dispersed by strong wind.
• The area is difficult terrain for creatures other than you.
• The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.
When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you.
If you dont move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.
You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.
In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.
You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw.
If you are within the spells area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spells area.
You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:
• If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.
• If there is edible forage within range, you know it and where to find it.
• If there is clean drinking water within range, you know it and where to find it.
• If there is suitable shelter for you and your companions within range, you know it and where to find it.
• Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.
• Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.